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//files that hold this stuff in gamecode. Please update them as required:
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//g_breakable.c - func_breakable, misc_model_breakable, misc_ammo_station*, target_repair;
//g_cinamatic.c - cinematic_camera**;
//g_client.c - info_player_deathmatch[info_player_start, team_CTF_redplayer, team_CTF_blueplayer, team_CTF_redspawn, team_CTF_bluespawn], info_player_intermission;
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//g_fx.c - fx_spark, fx_steam, fx_bolt, fx_transporter, fx_drip, fx_fountain, fx_surface_explosion, fx_blow_chunks, fx_smoke, fx_electrical_explosion, fx_phaser, fx_torpedo, fx_particle_fire, fx_fire, fx_cooking_steam, fx_elecfire, fx_forge_bolt***, fx_plasma***, fx_energy_stream***, fx_transporter_stream***, fx_explosion_trail***, fx_borg_energy_beam***, fx_shimmery_thing, fx_borg_bolt***;
//g_misc.c - func_group, info_camp, info_null, info_notnull[misc_teleporter_dest, target_position], light, misc_model, misc_portal_surface, misc_portal_camera, shooter_rocker, shooter_plasma, shooter_grenade, shooter_torpedo;
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//g_mover.c - func_door, func_plat, func_button, path_corner, func_train, func_static, func_forcefield, func_rotating, func_door_rotating, func_bobbing, func_pendulum, func_brushmodel, func_lightchange, func_targetmover, path_point, func_mover, func_stasis_door;
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//g_spawn.c - worldspawn;
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//g_target.c - target_give, target_remove_powerups*, target_delay, target_print, target_speaker, target_laser, target_teleporter, target_relay, target_kill, target_location, target_counter, target_objective*, target_boolean, target_gravity, target_shake, target_evosuit, target_turbolift, target_doorlock, target_alert, target_warp, target_deactivate, target_serverchange, target_levelchange, target_holodeck***, target_shaderremap, target_selfdestruct, target_zone, target_shiphealth;
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//g_trigger.c - trigger_multiple, trigger_always, trigger_push, target_push, trigger_teleport, trigger_hurt, func_timer, trigger_transporter, trigger_radiation;
//g_turrets.c - misc_turret, misc_laser_arm;
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//g_ui.c - ui_transporter, ui_msd, ui_holodeck;
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//g_usable.c - func_usable;
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// *might be removed
// **Description needs to be worked on
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// ***Entity is currently disabled (usually denied from spawning or freed at spawn)
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/ * QUAKED misc_model_breakable ( 1 0 0 ) ( - 16 - 16 - 16 ) ( 16 16 16 ) SOLID AUTOANIMATE DEADSOLID NO_DMODEL INVINCIBLE X X X REPAIRABLE X
-- -- - DESCRIPTION -- -- -
Destroyable *. md3 - model . If it dies it will display it 's damge model if one exists and fire it' s targets .
If repaired by either target_repair ( not yet implemented ) or hyperspanner ( not yet fully implemented ) it will fire it ' s targets
-- -- - SPAWNFLAGS -- -- -
1 : SOLID - Movement is blocked by it , if not set , can still be broken by explosions and shots if it has health
2 : AUTOANIMATE - Will cycle it ' s anim
4 : DEADSOLID - Stay solid even when destroyed ( in case damage model is rather large ) .
8 : NO_DMODEL - Makes it NOT display a damage model when destroyed , even if one exists . Needs to be set if none exist .
16 : INVINCIBLE - Can only be broken by being used
32 : X - DO NOT USE ! This may come in conflict with shared functions from func_breakable .
64 : X - DO NOT USE ! This may come in conflict with shared functions from func_breakable .
128 : X - DO NOT USE ! This may come in conflict with shared functions from func_breakable .
256 : REPAIRABLE - can be repaired with hyperspanner
512 : X - DO NOT USE ! This may come in conflict with shared functions from func_breakable .
-- -- - KEYS -- -- -
"model" - path to the arbitrary . md3 file to display
"health" - how much health to have - default is zero ( not breakable ) If you don ' t set the SOLID flag , but give it health , it can be shot but will not block NPCs or players from moving
"targetname" - when used , dies and displays damagemodel , if any ( if not , removes itself )
"target" - What to use when it dies
"paintarget" - target to fire when hit ( but not destroyed )
"wait" - how long minimum to wait between firing paintarget each time hit
"luaDie" - Lua - Hook for when the breakable dies
Damage : default is none
"splashDamage" - damage to do ( will make it explode on death )
"splashRadius" - radius for above damage
"team" - This cannot take damage from members of this team ( 2 = blue , 1 = red ) 2 will exclude players / clients in RPG - X
"material" - sets the chunk type :
0 - none ( default )
1 - metal
2 - glass
3 - glass and metal
4 - wood
5 - stone
-- -- - LUA -- -- -
Finding an MMB for post - spawn manipulation :
For this purpose we have created a function that will return the first of these that has a matching s . origin .
You can get the s . origin ingame as an admin / developer by pointing at the MMB ingame and using the / getorigin - command .
This is how it should look :
vec = vector . Construct ( s . origin [ X ] , s . origin [ Y ] , s . origin [ Z ] ) ;
ent = entity . FindMMB ( vec ) ;
Refitting repairablility using lua :
This is a fairly simple addition , here ' s the code :
vec = vector . Construct ( s . origin [ X ] , s . origin [ Y ] , s . origin [ Z ] ) ;
MMB = entity . FindMMB ( vec ) ;
MMB : SetSpawnflags ( MMB : GetSpawnflags ( ) + 256 ) ;
if MMB : GetHealth ( ) == 0 then -- we do require health to be present for repairability
MMB : SetHealth ( 1 ) ;
entity . CallSpawn ( ent ) ;
end
* /
/ * QUAKED misc_ammo_station ( 1 0 0 ) ( - 16 - 16 - 16 ) ( 16 16 16 )
-- -- - DESCRIPTION -- -- -
Grants ammo to client until depleted .
This useless in RPG - X unless you ' d like to spawn a DN - ammo - console .
-- -- - Spawnflags -- -- -
none
-- -- - KEYS -- -- -
"health" - how much health the model has - default 60 ( zero makes non - breakable )
"target" - what to use when it dies
"paintarget" - target to fire when hit ( but not destroyed )
"count" - the amount of health given when used ( default 1000 )
"team" - This cannot take damage from members of this team and only members of this team can use it ( 2 = blue , 1 = red ) 2 will exclude players / clients in RPG - X
* /
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/ * QUAKED info_player_deathmatch ( 1 0 1 ) ( - 16 - 16 - 24 ) ( 16 16 32 ) INITIAL
-- -- - DESCRIPTION -- -- -
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potential spawning position for deathmatch games .
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-- -- - SPAWNFLAGS -- -- -
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1 : INITIAL - Preferred spawn for the first spawn of a client when entering a match .
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-- -- - KEYS -- -- -
"target" - entities with matching targetname will be fired if someone spawns here .
"nobots" - if 1 will prevent bots from using this spot .
"nohumans" - if 1 will prevent non - bots from using this spot .
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* /
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/ * QUAKED info_player_start ( 1 0 0 ) ( - 16 - 16 - 24 ) ( 16 16 32 ) INITIAL
-- -- - DESCRIPTION -- -- -
Merely a fancy name for info_player_deathmatch .
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On spawn will reset classname appropriately and respawn itself .
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-- -- - SPAWNFLAGS -- -- -
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1 : INITIAL - Preferred spawn for the first spawn of a client when entering a match .
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-- -- - KEYS -- -- -
"target" - entities with matching targetname will be fired if someone spawns here .
"nobots" - if 1 will prevent bots from using this spot .
"nohumans" - if 1 will prevent non - bots from using this spot .
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* /
/ * QUAKED info_player_intermission ( 1 0 1 ) ( - 16 - 16 - 24 ) ( 16 16 32 )
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-- -- - DESCRIPTION -- -- -
The intermission will be viewed from this point .
It is also used to spawn spectators .
Target an info_notnull or similar for the view direction .
-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
none
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* /
/ * QUAKED item_botroam ( . 5 . 3 . 7 ) ( - 16 - 16 - 24 ) ( 16 16 0 )
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-- -- - DESCRIPTION -- -- -
Bots in MP will go to these spots when there ' s nothing else to get - helps them patrol .
No use in RPG - X .
-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
none
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* /
/ * QUAKED info_camp ( 0 0.5 0 ) ( - 4 - 4 - 4 ) ( 4 4 4 )
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-- -- - DESCRIPTION -- -- -
Used as a positional target for calculations in the compiler / utilities ( spotlights , etc ) , but removed during gameplay .
-- -- - SAPWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"targetname" - have whatever is required point at this .
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* /
/ * QUAKED info_null ( 0 0.5 0 ) ( - 4 - 4 - 4 ) ( 4 4 4 )
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-- -- - DESCRIPTION -- -- -
Used as a positional target for calculations in the compiler / utilities ( spotlights , etc ) , but removed during gameplay .
-- -- - SAPWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"targetname" - have whatever is required point at this .
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* /
/ * QUAKED info_notnull ( 0 0.5 0 ) ( - 4 - 4 - 4 ) ( 4 4 4 )
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-- -- - DESCRIPTION -- -- -
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Used as a positional target for in - game calculation , like jumppad targets .
target_position does the same thing
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-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"targetname" - have whatever is required point at this .
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* /
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/ * QUAKED lightJunior ( 0 1 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) LINEAR NO_INCIDENCE X X X NORMALIZED_COLOR FORCE_DISTANCE_ATTENUATION
-- -- - DESCRIPTION -- -- -
Light source for the compiler . Will be removed ingame .
This type of light only affects the light grid ( Entity lighting only no world lighting ) .
-- -- - SPAWNFLAGS -- -- -
1 : LINEAR - checkbox gives linear falloff instead of inverse square
2 : NO_INCIDENCE - checkbox makes lighting smoother
4 : X - Unknown . Usage not recomended .
8 : X - Unknown . Usage not recomended .
16 : X - Unknown . Usage not recomended .
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q3map2 :
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32 : NORMALIZED_COLOR - light color gets normalized by the compiler
64 : FORCE_DISTANCE_ATTENUATION - distance attenuation is enforced
-- -- - KEYS -- -- -
"light" - overrides the default 300 intensity .
"radius" - overrides the default 64 unit radius of a spotlight at the target point .
"_color" - light color
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q3map2 :
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"_style" - light style number
"fade" - Fade factor of light attenuation of linear lights . ( Linear lights vanish at light / ( fade * 8000 ) .
"_anglescale" - scales angle attenuation
"scale" - intensity multiplier
"_samples" - number of samples to use to get soft shadows from a light
"_deviance" - position deviance of the samples of a regular light
"_filterradius" - filter radius for this light
"_sun" - if 1 , this light is an infinite sun light
* /
/ * QUAKED light ( 0 1 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) LINEAR NO_INCIDENCE X X NO_GRID NORMALIZED_COLOR FORCE_DISTANCE_ATTENUATION
-- -- - DESCRIPTION -- -- -
Light source for the compiler . Will be removed ingame .
Lights pointed at a target ( info_null ) will be spotlights .
-- -- - SPAWNFLAGS -- -- -
1 : LINEAR - checkbox gives linear falloff instead of inverse square
2 : NO_INCIDENCE - checkbox makes lighting smoother
4 : X - Unknown . Usage not recomended .
8 : X - Unknown . Usage not recomended .
q3map2 :
16 : NO_GRID - light does not affect the grid
32 : NORMALIZED_COLOR - light color gets normalized by the compiler
64 : FORCE_DISTANCE_ATTENUATION - distance attenuation is enforced
-- -- - KEYS -- -- -
"light" - overrides the default 300 intensity .
"radius" - overrides the default 64 unit radius of a spotlight at the target point .
"_color" - light color
q3map2 :
"_style" - light style number
"fade" - Fade factor of light attenuation of linear lights . ( Linear lights vanish at light / ( fade * 8000 ) .
"_anglescale" - scales angle attenuation
"scale" - intensity multiplier
"_samples" - number of samples to use to get soft shadows from a light
"_deviance" - position deviance of the samples of a regular light
"_filterradius" - filter radius for this light
"_sun" - if 1 , this light is an infinite sun light
"_flareshader" - shader for a flare surface generated by this light
"_flare" - when set , this light is a flare without a specified shader
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* /
/ * QUAKED misc_teleporter_dest ( 1 0 0 ) ( - 32 - 32 - 24 ) ( 32 32 - 16 )
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-- -- - DESCRIPTION -- -- -
Merely a fancy name for info_notnull .
was originally used for teleporters but became redundant .
-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"targetname" - have whatever is required point at this .
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* /
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/ * QUAKED target_position ( 0 0.5 0 ) ( - 4 - 4 - 4 ) ( 4 4 4 )
-- -- - DESCRIPTION -- -- -
Merely a fancy name for info_notnull .
-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"targetname" - have whatever is required point at this .
* /
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/ * QUAKED misc_model ( 1 0 0 ) ( - 16 - 16 - 16 ) ( 16 16 16 ) CAST_SHADOWS CLIP_MODEL FORCE_META
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-- -- - DESCRIPTION -- -- -
Will just spawn and display it ' s model .
Can be hooked up with a brushmodel - entity to move relative to .
-- -- - SPAWNFLAGS -- -- -
q3map2 :
1 : CAST_SHADOWS - Model will cast shadows .
2 : CLIP_MODEL - Model will be clipped so noone can pass trough .
4 : FORCE_META - will enforce a meta - compile for . bsp - build even if the compiler wasn ' t told to do so .
-- -- - KEYS -- -- -
"model" - arbitrary . md3 file to display
"target" - brushmodel - entity to attach to
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q3map2 :
"_castShadows" OR "_cs" sets whether the entity casts shadows
"_receiveShadows" OR "_rs" sets whether the entity receives shadows
"modelscale" scaling factor for the model to include
"modelscale_vec" non - uniform scaling vector for the model to include
"model2" path name of second model to load
"_frame" frame of model to load
"_frame2" frame of second model to load
* /
/ * QUAKED misc_portal_surface ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
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-- -- - DESCRIPTION -- -- -
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The portal surface nearest this entity will show a view from the targeted misc_portal_camera , or a mirror view if untargeted .
This must be within 64 world units of the surface !
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-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"target" - misc_portal_camera ' s to target
"targetname" - When used , cycles to the next misc_portal_camera it ' s targeted
"wait" - makes it auto - cycle between all cameras it 's pointed at at intevervals of specified number of seconds. Default = -1 = don' t autocycle
cameras will be cycled through in the order they were created on the map .
if this and the first camera are - 1 there will be no autocycle .
if this is - 1 but the first camera is positive the wait will be adapted as a faulsafe measure should one of the later cameras lack an individual wait .
"swapname" - will pause / unpause the autocycle . The next cycle will happen aufer "wait" seconds , so wait is required for this .
requires SELF / NO_ACRIVATOR
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-- -- - USAGE -- -- -
Autocycle or manual Cycle usually only makes sence for a survaliance - station or security .
For a viewscreen or a communications channel make the brush having the portal - texture a func_usable and treat is as described on that entity for VFX - Entities .
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* /
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/ * QUAKED misc_portal_camera ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) SLOWROTATE FASTROTATE
-- -- - DESCRIPTION -- -- -
The target for a misc_portal_surface .
You can set either angles or target another entity ( NOT an info_null or similar ) to determine the direction of view .
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-- -- - SPAWNFLAGS -- -- -
1 : SLOWROTATE - slowly rotates around it ' s axis of view
2 : FASTROTATE - quickly rotates around it ' s axis of view
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-- -- - KEYS -- -- -
"targetname" - have misc_portal_surface target this
"roll" - an angle modifier to orient the camera around the target vector . Default is 0 .
"wait" - delay for autocycle misc_portal_surface . Will overwrite theirs . Default is - 1 = use surface - value .
* /
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/ * QUAKED shooter_rocket ( 1 0 0 ) ( - 16 - 16 - 16 ) ( 16 16 16 )
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-- -- - DESCRIPTION -- -- -
When used fires a rocket at either the target or the current direction .
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-- -- - SPAWNFLAGS -- -- -
none
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-- -- - KEYS -- -- -
"target" - direction to fire to
"random" - the number of degrees of deviance from the taget . ( 1.0 default )
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* /
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/ * QUAKED shooter_torpedo ( 1 0 0 ) ( - 16 - 16 - 16 ) ( 16 16 16 )
-- -- - DESCRIPTION -- -- -
When used fires a torpedo at either the target or the current direction .
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-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"target" - direction to fire to
"random" - the number of degrees of deviance from the taget . ( 1.0 default )
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* /
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/ * QUAKED shooter_plasma ( 1 0 0 ) ( - 16 - 16 - 16 ) ( 16 16 16 )
-- -- - DESCRIPTION -- -- -
When used fires a plasma - burst at either the target or the current direction .
-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"target" - direction to fire to
"random" - the number of degrees of deviance from the taget . ( 1.0 default )
* /
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/ * QUAKED shooter_grenade ( 1 0 0 ) ( - 16 - 16 - 16 ) ( 16 16 16 )
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-- -- - DESCRIPTION -- -- -
When used fires a grenade at either the target or the current direction .
-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"target" - direction to fire to
"random" - the number of degrees of deviance from the taget . ( 1.0 default )
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* /
/ * QUAKED path_corner ( . 5 . 3 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
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-- -- - DESCRIPTION -- -- -
func_train path corners .
-- -- - SPAWNFLAGS -- -- -
none
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-- -- - KEYS -- -- -
"target" - next path corner and other targets to fire
"speed" - speed to move to the next corner
"wait" - seconds to wait before behining move to next corner
* /
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/ * QUAKED path_point ( . 5 . 3 0 ) ( - 8 8 8 ) ( 8 8 8 ) START_POINT
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-- -- - DESCRIPTION -- -- -
Target position for the discontinued func_mover
-- -- - SPAWNFLAGS -- -- -
1 : START_POINT - this is the first path_point for the train
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-- -- - KEYS -- -- -
"target" - next path_point
"wait" - time beforce moving on , - 1 wait until used
"damage" - used to tell the func_mover it should fire it ' s targets here
"angles" - to rotate to
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* /
/ * QUAKED worldspawn ( 0 0 0 ) ?
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-- -- - DESCRIPTION -- -- -
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Every map should have exactly one worldspawn .
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It holds some general information on the map .
-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"music" - path to WAV or MP3 files ( e . g . "music\intro.mp3 music\loopfile.mp3" )
"gravity" - 800 is default gravity
"message" - Text to print during connection process
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Keys irrelevant for RPG - X
"fraglimit" - overrides server ' s limit
"capturelimit" - overrides server ' s capturelimit ( use with team AddScores )
"timelimit" - overrides server ' s timelimit
"timelimitWinningTeam" - "red" or "blue" - this team will win when the timelimit runs out
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q3map2 :
"_blocksize" block size for unconditional BSP subdivisions
"_celshader" use the specified cel shader for the world
"_lightmapscale" set the lightmapscale for the world
"_ignoreleaks" when set , no leak test is performed
"_foghull" must be set to a sky shader when _fog is used
"_fog" if set , the whole map is fogged using the given shader name
"gridsize" resolution of the light grid
"_ambient" amount of ambient light
"_minvertexlight" amount of minimum vertex light
"_mingridlight" amount of minimum grid light
"_minlight" amount of minimum light
"_keepLights" if set , light entities are not stripped from the BSP file when compiling
"_style42rgbgen" | rgbGen | - like shader definition string for light style 42 ( works the same way for all style numbers )
"_style42alphagen" | alphaGen | - like shader definition string for light style 42 ( works the same way for all style numbers )
* /
/ * QUAKED target_give ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
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-- -- - DESCRIPTION -- -- -
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Gives all the weapons specified here in the list .
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-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
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"items" - separated by ' | ' , specify the items
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EG "WP_5 | WP_14" etc
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( Don ' t forget the spaces ! )
* /
/ * QUAKED target_remove_powerups ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
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-- -- - DESCRIPTION -- -- -
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takes away all the activators powerups .
Used to drop flight powerups into death puts .
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-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
none
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* /
/ * QUAKED target_delay ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) SELF
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-- -- - DESCRIPTION -- -- -
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When used fires it 'd target after a delay of ' wait ' seconds
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-- -- - SPAWNFLAGS -- -- -
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1 : SELF - use the entity as activator instead of it 's own activator when using it' s targets ( use this flag for targets that are not called by their targetname ( e . g . swapname ) )
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-- -- - KEYS -- -- -
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"wait" - seconds to pause before firing targets .
"random" - delay variance , total delay = delay + / - random seconds
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"luaUse" - lua function to call at the beginning of the delay
luaThink - lua function to call at end of delay
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* /
/ * QUAKED target_print ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) redteam blueteam private
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-- -- - DESCRIPTION -- -- -
This will display the 'message' in the lower right corner for all reciepients .
By default every client get ' s the message however this can be limited via spawnflags .
-- -- - SPAWNFLAGS -- -- -
1 : redteam - everyone on the red team gets the message
2 : blueteam - everyone on the blue team gets the message
4 : private - only the activator gets the message
-- -- - KEYS -- -- -
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"message" text to print
* /
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/ * QUAKED target_speaker ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR
-- -- - DESCRIPTION -- -- -
A sound - file to play .
By default this will be played once locally .
The specifics on how to play are set via spawnflags .
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Looping Sounds may not be combined with GLOBAL or ACTIVATOR
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Multiple identical looping sounds will just increase volume without any speed cost .
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Using a looping target_speaker will toggle it ' s sound on or off .
Using a target_speaker designed to play it ' s sound once will play that sound .
-- -- - SPAWNFLAGS -- -- -
1 : LOOPED_ON - this Speaker will loop it ' s sound and will be active at spawn .
2 : LOOPED_OFF - this Speaker will loop it ' s sound and will be inactive at spawn .
4 : GLOBAL - the sound will be played once globally so every client will hear it .
8 : ACTIVATOR - The sound will be played once for the activator only to hear .
-- -- - KEYS -- -- -
"noise" - file to play
"wait" - Seconds between auto triggerings , default = 0 = don ' t auto trigger
"random" - wait variance , default is 0 , delay would be wait + / - random
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* /
/ * QUAKED target_laser ( 0 . 5 . 8 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) START_ON
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-- -- - DESCRIPTION -- -- -
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When triggered , fires a laser . You can either set a target or a direction .
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-- -- - SPAWNFLAGS -- -- -
1 : START_ON - will be on at spawn
-- -- - KEYS -- -- -
"targetname" - when used will toggle on / off
"target" - point to fire laser at
* /
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/ * QUAKED target_teleporter ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) VISUAL_FX SUSPENDED DEACTIVATED
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-- -- - DESCRIPTION -- -- -
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The activator will be instantly teleported away .
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-- -- - SPAWNFLAGS -- -- -
1 : VISUAL_FX - Instead of instant teleportation with no FX , entity will play the Star Trek style
transporter effect and teleport over the course of an 8 second cycle .
NB - If using the transporter VISUAL_FX , place the target entity so it ' s right on top of
the surface you want the player to appear on . It ' s been hardcoded to take this offset into
account only when the VISUAL_FX flag is on
2 : SUSPENDED - Unless this is checked , the player will materialise on top of the first solid surface underneath the entity
4 : DEACTIVATED - Teleporter will be deactiavted at spawn
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-- -- - KEYS -- -- -
"targetname" - Any entities targeting this will activate it when used .
"target" - Name of one or more info_notnull entities that the player teleport to .
"swapname" - Activate / Deactivate ( Using entity needs SELF / NOACTIVATOR )
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* /
/ * QUAKED target_relay ( . 5 . 5 . 5 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) RED_ONLY BLUE_ONLY RANDOM SELF
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-- -- - DESCRIPTION -- -- -
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This doesn ' t perform any actions except fire its targets .
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It is also a nice function - caller via luaUse .
-- -- - SPAWNFLAGS -- -- -
1 : RED_ONLY - Only members from the red team can use this
2 : BLUE_ONLY - Only members from the blue team can use this
4 : RANDOM - only one of the entities with matching targetname will be fired , not all of them
8 : SELF - use the entity as activator instead of it 's own activator when using it' s targets ( use this flag for targets that are not called by their targetname ( e . g . swapname ) )
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-- -- - KEYS -- -- -
"targetname" - calling this will fire the entity
"target" - targetname of entities to fire
"luaUse" - lua function to call on use
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* /
/ * QUAKED target_kill ( . 5 . 5 . 5 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
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-- -- - DESCRIPTION -- -- -
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Kills the activator .
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-- -- - SPAWNFLAGS -- -- -
none
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-- -- - KEYS -- -- -
"targetanme" - the activator calling this will be telefragged if client
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* /
/ * QUAKED target_location ( 0 0.5 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
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-- -- - DESCRIPTION -- -- -
Location to display in the player - list ( usually Tab )
Closest target_location in sight used for the location , if nonein sight , closest in distance
-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"message" - location name to display . Can be colorized using '^X' where X is one of the following numbers
0 : white 1 : red 2 : green 3 : yellow 4 : blue 5 : cyan 6 : magenta 7 : white
-- -- - LocEdit -- -- -
target_locations can also be spawned by a < mapname > . locations - file .
While creating this was hard work for many years , a new command makes it quite easy : LocEdit
There are a few basic commands :
/ locedit start < type >
This will open the file .
For type set 1 if you ' d like to restrict a location so only admins can autorise transportation there .
Else set 0 .
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For Type = 0 : / locedit add "<location-name>"
For Type = 1 : / locedit add < protected > "<location-name>"
this will add a new location to the list .
It will grab your current position as well as your yaw - angle ( around the Z - Axis ) and dump them to the file with the parameters .
If you set protected 1 only admins can authorise transportation there .
location - name can be colorized as stated above . You need to put it in "" .
/ locedit nl
this will simply add an empty line . If you have to manually edit the file at a later date this will help you get oriented .
/ locedit stop
this will close the file .
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* /
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/ * QUAKED target_counter ( 1.0 0 0 ) ( - 4 - 4 - 4 ) ( 4 4 4 )
-- -- - DESCRIPTION -- -- -
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Acts as an intermediary for an action that takes multiple inputs .
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After the counter has been triggered "count" times it will fire all of it ' s targets and remove itself .
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-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"count" - number of usages required before targets are fired . Default is 2
"targetname" - Will reduce count by one .
"target" will be fired once count hit ' s 0
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* /
/ * QUAKED target_objective ( 1.0 0 0 ) ( - 4 - 4 - 4 ) ( 4 4 4 )
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-- -- - DESCRIPTION -- -- -
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When used , the objective in the < mapname > . efo with this objective ' s "count" will be marked as completed
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NOTE : the objective with the lowest "count" will be considered the current objective
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-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"count" - number of objective ( as listed in the maps ' < mapname > . efo )
"targetname" - when fired marks objective as complete
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* /
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/ * QUAKED team_CTF_redplayer ( 1 0 0 ) ( - 16 - 16 - 16 ) ( 16 16 32 ) INITIAL
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-- -- - DESCRIPTION -- -- -
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Merely a fancy name for info_player_deathmatch .
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-- -- - SPAWNFLAGS -- -- -
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1 : INITIAL - Preferred spawn for the first spawn of a client when entering a match .
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-- -- - KEYS -- -- -
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"target" - entities with matching targetname will be fired if someone spawns here .
"nobots" - if 1 will prevent bots from using this spot .
"nohumans" - if 1 will prevent non - bots from using this spot .
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* /
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/ * QUAKED team_CTF_blueplayer ( 0 0 1 ) ( - 16 - 16 - 16 ) ( 16 16 32 ) INITIAL
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-- -- - DESCRIPTION -- -- -
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Merely a fancy name for info_player_deathmatch .
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-- -- - SPAWNFLAGS -- -- -
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1 : INITIAL - Preferred spawn for the first spawn of a client when entering a match .
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-- -- - KEYS -- -- -
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"target" - entities with matching targetname will be fired if someone spawns here .
"nobots" - if 1 will prevent bots from using this spot .
"nohumans" - if 1 will prevent non - bots from using this spot .
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* /
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/ * QUAKED team_CTF_redspawn ( 1 0 0 ) ( - 16 - 16 - 24 ) ( 16 16 32 ) INITIAL
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-- -- - DESCRIPTION -- -- -
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Merely a fancy name for info_player_deathmatch .
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-- -- - SPAWNFLAGS -- -- -
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1 : INITIAL - Preferred spawn for the first spawn of a client when entering a match .
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-- -- - KEYS -- -- -
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"target" - entities with matching targetname will be fired if someone spawns here .
"nobots" - if 1 will prevent bots from using this spot .
"nohumans" - if 1 will prevent non - bots from using this spot .
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* /
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/ * QUAKED team_CTF_bluespawn ( 0 0 1 ) ( - 16 - 16 - 24 ) ( 16 16 32 ) INITIAL
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-- -- - DESCRIPTION -- -- -
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Merely a fancy name for info_player_deathmatch .
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-- -- - SPAWNFLAGS -- -- -
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1 : INITIAL - Preferred spawn for the first spawn of a client when entering a match .
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-- -- - KEYS -- -- -
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"target" - entities with matching targetname will be fired if someone spawns here .
"nobots" - if 1 will prevent bots from using this spot .
"nohumans" - if 1 will prevent non - bots from using this spot .
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* /
/ * QUAKED trigger_multiple ( . 5 . 5 . 5 ) ? RED_OK BLUE_OK TEAM_ONLY
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-- -- - DESCRIPTION -- -- -
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Variable sized repeatable trigger . Must be targeted at one or more entities .
so , the basic time between firing is a random time between
( wait - random ) and ( wait + random )
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-- -- - SPAWNFLAGS -- -- -
1 : RED_OK - People on the red team can fire this trigger
2 : BLUE_OK - People on the blue team can fire this trigger
4 : TEAM_ONLY - Only people on red or blue can fire this trigger ( not TEAM_FREE like in straight holomatch or spectators )
-- -- - KEYS -- -- -
"wait" - Seconds between triggerings , 0.5 default , - 1 = one time only .
"random" - wait variance , default is 0
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* /
/ * QUAKED trigger_always ( . 5 . 5 . 5 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
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-- -- - DESCRIPTION -- -- -
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This trigger will always fire . It is activated by the world .
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Actually this is going to fire once 0.3 secs after spawn , so it ' s more a trigger_init .
-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
target - targets to fire
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* /
/ * QUAKED trigger_push ( . 5 . 5 . 5 ) ?
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-- -- - DESCRIPTION -- -- -
Jumpfield / Booster Effect predicted on client side . This is activated by touch function .
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-- -- - SPAWNFLAGS -- -- -
None
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-- -- - KEYS -- -- -
target - apex of the leap . Must be a target_position or info_notnull .
* /
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/ * QUAKED target_push ( . 5 . 5 . 5 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) ENERGYNOISE
-- -- - DESCRIPTION -- -- -
Pushes the activator in the direction of angle , or towards a target apex .
This is predicted on the serverside and is triggered by use - function .
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-- -- - SPAWNFLAGS -- -- -
1 : ENERGYNOISE - play energy noise instead of windfly
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-- -- - KEYS -- -- -
"speed" - defaults to 1000
"target" - apex of the leap . Must be a target_position or info_notnull .
* /
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/ * QUAKED trigger_teleport ( . 5 . 5 . 5 ) ? SPECTATOR RANDOM VISUAL_FX SUSPENDED DEACTIVATED
-- -- - DESCRIPTION -- -- -
Allows client side prediction of teleportation events .
Must point at a target_position or info_notnull , which will be the teleport destination .
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-- -- - SPAWNFLAGS -- -- -
1 : SPECTATOR : If set , only spectators can use this teleport .
Spectator teleporters are not normally placed in the editor , but are created
automatically near doors to allow spectators to move through them .
2 : RANDOM : send player to random info_player_deathmatch spawn point
4 : VISUAL_FX : plays the Star Trek transporter FX and beams the player out slowly
8 : SUSPENDED : player appears with the bounding box aligned to the bottom of the target
If this isn ' t set , the player materializes at the first solid surface under it
16 : DEACTIVATED : Spawns deactivated
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-- -- - KEYS -- -- -
"swapname" - ACTIVATE / DEACTIVATE ( Using entity needs SELF / NOACTIVATOR )
"wait" - time before trigger deactivates itself automatically
"soundstart" - sound to play if triggered
"health" - default is original behavior ( speed of 400 ) , any other value will be the
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speed at which the player is spewed forth from the tranpsorter destination . - 1
if you want no speed . The transporter VISUAL_FX flag will only work if the health
is set to 0 or - 1 as it cannot support 'spewing' .
* /
/ * QUAKED misc_turret ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) START_OFF
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-- -- - DESCRIPTION -- -- -
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Will aim and shoot at enemies
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-- -- - SPAWNFLAGS -- -- -
1 : START_OFF - Starts off
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-- -- - KEYS -- -- -
random - How far away an enemy can be for it to pick it up ( default 512 )
speed - How fast it turns ( degrees per second , default 30 )
wait - How fast it shoots ( shots per second , default 4 , can ' t be less )
dmg - How much damage each shot does ( default 5 )
health - How much damage it can take before exploding ( default 100 )
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splashDamage - How much damage the explosion does
splashRadius - The random of the explosion
NOTE : If either of the above two are 0 , it will not make an explosion
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targetname - Toggles it on / off
target - What to use when destroyed
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"team" - This cannot take damage from members of this team and will not target members of this team ( 2 = blue , 1 = red ) 2 will exclude players in RPG - X
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* /
/ * QUAKED misc_laser_arm ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
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-- -- - DESCRIPTION -- -- -
What it does when used depends on it ' s "count" ( can be set by a lua - script )
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-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
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count :
0 ( default ) - Fire in direction facing
1 turn left
2 turn right
3 aim up
4 aim down
speed - How fast it turns ( degrees per second , default 30 )
dmg - How much damage the laser does 10 times a second ( default 5 = 50 points per second )
wait - How long the beam lasts , in seconds ( default is 3 )
targetname - to use it
target - What thing for it to be pointing at to start with
"startRGBA" - laser color , Red Green Blue Alpha , range 0 to 1 ( default 1.0 0.85 0.15 0.75 = Yellow - Orange )
* /
// q3map2
/ * QUAKED _decal ( 0 1.0 0 ) ?
-- -- -- -- KEYS -- -- -- --
"target" the name of the entity targetted at for projection
-- -- -- -- SPAWNFLAGS -- -- -- --
( none )
-- -- -- -- NOTES -- -- -- --
Compiler - only entity that specifies a decal to be projected . Should
contain 1 or more patch meshes ( curves ) and target an info_null entity .
The distance between the center of the _decal entity and the target is the
axis and distance of projection .
* /
/ * QUAKED _skybox ( 0.77 0.88 1.0 ) ( - 4 - 4 - 4 ) ( 4 4 4 )
-- -- -- -- KEYS -- -- -- --
"angle" : rotation angle of the sky surfaces .
"angles" : Individual control of PITCH , YAW , and ROLL ( default 0 0 0 ) .
"_scale" : scaling factor ( default 64 ) , good values are between 50 and 300 , depending on the map .
-- -- -- -- SPAWNFLAGS -- -- -- --
( none )
-- -- -- -- NOTES -- -- -- --
Compiler - only entity that specifies the origin of a skybox ( a wholly contained , seperate area of the map ) ,
similar to some games ' portal skies . When compiled with Q3Map2 , the skybox surfaces will be visible from any
place where sky is normally visible . It will cast shadows on the normal parts of the map , and can be used
with cloud layers and other effects .
* /
// RPG-X trigger_*
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/ * QUAKED trigger_hurt ( . 5 . 5 . 5 ) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW EVO_PROTECT NO_ADMIN
-- -- - DESCRIPTION -- -- -
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Any entity that touches this will be hurt .
It does dmg points of damage each server frame
Targeting the trigger will toggle its on / off state .
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-- -- - SPAWNFLAGS -- -- -
1 : START_OFF - trigger will not be doing damage until toggled on
2 : TOGGLE - can be toggled
4 : SILENT - supresses playing the sound
8 : NO_PROTECTION - * nothing * stops the damage
16 : SLOW - changes the damage rate to once per second
32 : EVO_PROTECT - Evosuit protects the client
64 : NO_ADMIN - admins don ' t get hurt
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-- -- - KEYS -- -- -
"dmg" - default 5 ( whole numbers only )
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* /
/ * QUAKED trigger_transporter ( 0.5 0.5 0.5 ) ?
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-- -- - DESCRIPTION -- -- -
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This is used in combination with ui_transporter .
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Have this be targeted by ui_transporter .
-- -- - SPAWNFLAGS -- -- -
none
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-- -- - KEYS -- -- -
"wait" time to wait before trigger gets deactivated again ( in seconds , default 5 )
"soundstart" transport sound ;
* /
/ * QUAKED trigger_radiation ( 0.5 0.5 0.5 ) ? START_OFF MAP_WIDE
-- -- - DESCRIPTION -- -- -
This can be used in three ways :
- as radiation volume trigger
- as mapwide radiation
-- -- - SPAWNFLAGS -- -- -
1 : START_OFF - ent is off at spawn
2 : MAP_WIDE - mapwide radiation
-- -- - KEYS -- -- -
The damage the radiation does is calculated from these two values :
"dmg" damage ( default 1 )
"wait" wait ( seconds , default 10 )
Forumla is : dps = dmg / wait
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* /
// RPG-X target_*
/ * QUAKED target_boolean ( . 5 . 5 . 5 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) START_TRUE SWAP_FIRE SELF
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-- -- - DESCRIPTION -- -- -
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Acts as an if statement . When fired normaly if true it fires one target , if false it fires another .
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-- -- - SPAWNFLAGS -- -- -
1 : START_TRUE - the boolean starts true .
2 : SWAP_FIRE - when the swap command is issued it will also fire the new target .
4 : SELF - use the entity as activator instead of it 's own activator when using it' s targets ( use this flag for targets that are not called by their targetanme )
-- -- - KEYS -- -- -
"targetname" - this when fired will fire the target according to which state the boolean is in
"swapname" - this when fired will swap the boolean from one state to the opposite
"truename" - this when fired will swap the boolean ' s state to true
"falsename" - this when fired will sawp the boolean ' s state to false
"truetarget" - this will be fired if the boolean is true then the targetname is recieved
"falsetarget" - this will be fired if the boolean is false then the targetname is recieved
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* /
/ * QUAKED target_gravity ( . 5 . 5 . 5 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) PLAYER_ONLY MAP_GRAV
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-- -- - DESCRIPTION -- -- -
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This changes the servers gravity to the ammount set .
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-- -- - SPAWNFLAGS -- -- -
1 : PLAYER_ONLY - If select this will only change the gravity for teh actiator . TiM : an actiator eh ?
2 : MAP_GRAV - Will reset player to the current global gravity .
-- -- - KEYS -- -- -
"gravity" - gravity value ( default = g_gravity default = 800 )
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* /
/ * QUAKED target_shake ( . 5 . 5 . 5 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
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-- -- - DESCRIPTION -- -- -
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When fired every clients monitor will shake as if in an explosion
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-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"wait" - Time that the shaking lasts for in seconds
"intensity" - Strength of shake
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* /
/ * QUAKED target_evosuit ( . 5 . 5 . 5 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
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-- -- - DESCRIPTION -- -- -
Grants activating clent the EVA - Suit - Flag with all sideeffects associated .
-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"targetanme" - entity needs to be used
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* /
/ * QUAKED target_turbolift ( . 5 . 5 . 5 ) ? x x x x x x x x OFFLINE
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-- -- - DESCRIPTION -- -- -
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Turbolifts are delayed teleporters that send players between
each other , maintaining their view and position so the transition is seamless .
If you target this entity with a func_usable , upon activating that useable ,
a menu will appear to select decks . If you target any useables with this
entity , they ' ll be triggered when the sequence starts ( ie scrolling light texture brushes ) .
If rpg_calcLiftTravelDuration is set to one it is possible to have two usables targeted , one for the
up and one for the down driection in order to use this set targetname2 of those to
< targetname > _up and < targetname > _dn .
If you target any doors with this entity , they will shut and lock for this sequence .
For the angles , the entity ' s angle must be aimed at the main set of doors to the lift area .
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-- -- - SPAWNFLAGS -- -- -
1 - 128 : X - Unknown , do not use .
256 : OFFLINE - Turbolift is offline at start
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-- -- - KEYS -- -- -
"deck" - which deck number this is ( You can have multiple lifts of the same deck . Entity fails spawn if not specified )
"deckName" - name of the main features on this deck ( Appears in the deck menu , defaults to 'Unknown' )
use either this or a < mapname > . turbolift - file to store the strings , not both simultainously
"wait" - number of seconds to wait until teleporting the players ( 1000 = 1 second , default 3000 )
"soundLoop" - looping sound that plays in the wait period ( Defaults to EF SP 's sound. ' * ' for none )
"soundEnd" - sound that plays as the wait period ends . ( Defaults to EF SP 's sound. ' * ' for none )
" soundStart - sound that plays when the lift starts moving
"soundStartLength" - how long the start sound is in seconds
"soundDeactivate" - sound to play if player tries to use an deactivated turbolift
"waitEnd" - how long to wait from the lift stopping to the doors opening ( default 1000 )
"swapname" - toggles turbolift on / off
"targetShaderName" - lights off shader
"falsename" - lights up
"truename" - lights down
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-- -- - LUA -- -- -
Retrofit :
Turbolifts are a good thing to retrofit , however they have 2 requirements :
- a Transporter based turbolift ( seamless transportation , does not work wit func_train )
- at least 1 usable at any turbolift location
If those are fuffilled you can use the following code at level init to set up the turbolift .
( this is from enterprise - e - v2 and uses the outdated SetKeyValue - Command . Use Set < key > instead )
game . Print ( "--Deck 1 ..." ) ;
game . Print ( "---redirecting usables ..." ) ;
ent = entity . FindBModel ( 90 ) ;
ent : SetKeyValue ( "target" , "tld1" ) ;
ent : SetKeyValue ( "luaUse" , "turbosound" ) ;
ent = entity . FindBModel ( 86 ) ;
ent : SetKeyValue ( "target" , "tld1" ) ;
ent : SetKeyValue ( "luaUse" , "turbosound" ) ;
ent = entity . FindBModel ( 87 ) ;
ent : SetKeyValue ( "target" , "tld1" ) ;
ent : SetKeyValue ( "luaUse" , "turbosound" ) ;
ent = entity . FindBModel ( 167 ) ;
ent : SetKeyValue ( "target" , "tld1" ) ;
ent : SetKeyValue ( "luaUse" , "turbosound" ) ;
ent = entity . FindBModel ( 88 ) ;
ent : SetKeyValue ( "target" , "tld1" ) ;
ent : SetKeyValue ( "luaUse" , "turbosound" ) ;
ent = entity . FindBModel ( 89 ) ;
ent : SetKeyValue ( "target" , "tld1" ) ;
ent : SetKeyValue ( "luaUse" , "turbosound" ) ;
game . Print ( "---renaming doors ..." ) ;
ent = entity . FindBModel ( 7 ) ;
ent : SetKeyValue ( "targetname" , "tld1doors" ) ;
ent = entity . FindBModel ( 8 ) ;
ent : SetKeyValue ( "targetname" , "tld1doors" ) ;
game . Print ( "---Adding turbolift ..." ) ;
ent = entity . Spawn ( ) ;
ent . SetupTrigger ( ent , 144 , 100 , 98 ) ;
ent : SetKeyValue ( "classname" , "target_turbolift" ) ;
ent : SetKeyValue ( "targetname" , "tld1" ) ;
ent : SetKeyValue ( "target" , "tld1doors" ) ;
ent : SetKeyValue ( "health" , "1" ) ;
ent : SetKeyValue ( "wait" , 3000 ) ;
entity . CallSpawn ( ent ) ;
mover . SetPosition ( ent , - 2976 , 8028 , 887 ) ;
mover . SetAngles ( ent , 0 , 270 , 0 ) ;
Turbolift descriptions have to be added in via < mapname > . turbolift - file .
You may also add in a sound to the usable opening the UI . This is described in func_usable .
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* /
/ * QUAKED target_doorlock ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) PRIVATE
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-- -- - DESCRIPTION -- -- -
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Locks / Unlocks a door .
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-- -- - SPAWNFLAGS -- -- -
1 : PRIVATE - if set , lockMsg / unlockMsg are only printed for activator
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-- -- - KEYS -- -- -
"target" - breakable to repair ( either it 's targetname or it' s targetname2 )
"lockMsg" - message printed if door gets locked
"unlockMsg" - message printed if door gets unlocked
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* /
/ * QUAKED target_repair ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
-- -- - DESCRIPTION -- -- -
Repairs a func_breakable ..
-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"target" breakable to repair ( targetname or targetname2 )
* /
/ * QUAKED target_warp ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) START_ON START_EJECTED START_WARP SELF
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-- -- - DESCRIPTION -- -- -
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An entity that manages warp and warpcore .
Any func_usable using this must have NO_ACTIVATOR flag .
Any target_relay , target_delay , or target_boolean using this must have SELF flag .
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-- -- - SPAWNFLAGS -- -- -
1 : START_ON - If set , warpcore is on at start
2 : START_EJECTED - If set , core is ejected at start
4 : START_WARP - ship is on warp at start
8 : SELF - use this for any entity that is called by sth . other than it ' s targetname ( e . g . swapmname )
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-- -- - KEYS -- -- -
"swapWarp" - targetname to toggle warp
"swapCoreState" - targetname to toggle core on / off state
"swapCoreEject" - targetname to toggle core ejected state
"warpTarget" - target to fire when going to warp
"core" - target core ( func_train )
"coreSwap" - target for visibility swap ( need SELF - flag for this )
"wait" - time before warp can be toggled again after retrieving the core ( seconds )
"greensnd" - target_speaker with warp in sound
"yellowsnd" - target_speaker with warp out sound
"redsnd" - target_speaker with core off sound
"bluesnd" - target_speaker with core on sound
"soundDeactivate" - sound to play if going to warp but core is deactivated / ejected
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* /
/ * QUAKED target_deactivate ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
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-- -- - DESCRIPTION -- -- -
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This entity can be used to de / activate all func_usables with "target" as targetname2 .
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-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"target" - func_usable to de / activate ( targetname2 ) .
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* /
/ * QUAKED target_serverchange ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) START_ON
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-- -- - DESCRIPTION -- -- -
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This will make any client inside it connect to a different server .
Can be toggled by an usable if the usable has NO_ACTIVATOR spawnflag .
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-- -- - SPAWNFLAGS -- -- -
1 : START_ON - will allow transfer form spawn on .
-- -- - KEYS -- -- -
"serverNum" - server to connect to ( rpg_server < serverNum > cvar )
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* /
/ * QUAKED target_levelchange ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
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-- -- - DESCRIPTION -- -- -
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This will change the map if rpg_allowSPLevelChange is set to 1 .
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-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"target" - map to load ( for example : borg2 )
"wait" - time to wait before levelchange ( whole numbers only , - 1 for instant levelchange , 0 for default = 5 )
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* /
// RPG-X func_*
/ * QUAKED func_mover ( 0 . 5 . 8 ) ?
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-- -- - DESCRIPTION -- -- -
Discontinued enhanced mover requiring an origin brush .
Use Lua for this now .
-- -- - SPAWNFLAGS -- -- -
none
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-- -- - KEYS -- -- -
"target" - path_point to start at
"speed" - speed to move with ( default : 10 )
"aspeed" - angular speed to rotate with ( default : 10 )
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q3map2 :
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"_clone" - _clonename of entity to clone brushes from . Note : this entity still needs at least one brush which gets replaced .
"_clonename" - see _clone
"_castShadows" OR "_cs" - sets whether the entity casts shadows
"_receiveShadows" OR "_rs" - sets whether the entity receives shadows
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* /
/ * QUAKED func_timer ( 0.3 0.1 0.6 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) START_ON
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-- -- - DESCRIPTION -- -- -
Fires its targets every "wait" seconds .
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Can be turned on or off by using .
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-- -- - SPAWNFLAGS -- -- -
1 : START_ON - will be on at spawn and setting up for it ' s first intervall
-- -- - KEYS -- -- -
"wait" - base time between triggering all targets , default is 1
"random" - wait variance , default is 0
so , the basic time between firing is a random time between
( wait - random ) and ( wait + random )
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q3map2 :
"_clone" _clonename of entity to clone brushes from . Note : this entity still needs at least one brush which gets replaced .
"_clonename" see _clone
"_castShadows" OR "_cs" sets whether the entity casts shadows
"_receiveShadows" OR "_rs" sets whether the entity receives shadows
* /
/ * QUAKED func_train ( 0 . 5 . 8 ) ? START_ON TOGGLE BLOCK_STOPS START_INVISIBLE
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-- -- - DESCRIPTION -- -- -
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A train is a mover that moves between path_corner target points .
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Can be turned invisible .
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Trains MUST HAVE AN ORIGIN BRUSH .
The train spawns at the first target it is pointing at .
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-- -- - SPAWNFLAGS -- -- -
1 : START_ON - the train will begin to move after spawn
2 : TOGGLE - the train can be toggled
4 : BLOCK_STOPS - the train will stop if blocked
8 : START_INVISIBLE - the train will be invisible at spawn
-- -- - KEYS -- -- -
"model2" - . md3 model to also draw
"speed" - default 100
"dmg" - default 2
"noise" - looping sound to play when the train is in motion
"target" - next path corner
"color" - constantLight color
"light" - constantLight radius
"swapname" - targetname for visiblility change
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q3map2 :
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"_clone" - _clonename of entity to clone brushes from . Note : this entity still needs at least one brush which gets replaced .
"_clonename" - see _clone
"_castShadows" OR "_cs" - sets whether the entity casts shadows
"_receiveShadows" OR "_rs" - sets whether the entity receives shadows
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* /
/ * QUAKED func_static ( 0 . 5 . 8 ) ?
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-- -- - DESCRIPTION -- -- -
A bmodel that just sits there , doing nothing .
Can be used for conditional walls and models .
If it has an origin - Brush it can be moved using Lua .
-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"model2" - . md3 model to also draw
"color" - constantLight color
"light" - constantLight radius
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q3map2 :
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"_clone" - _clonename of entity to clone brushes from . Note : this entity still needs at least one brush which gets replaced .
"_clonename" - see _clone
"_castShadows" OR "_cs" - sets whether the entity casts shadows
"_receiveShadows" OR "_rs" - sets whether the entity receives shadows
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* /
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/ * QUAKED func_rotating ( 0 . 5 . 8 ) ? START_ON X X_AXIS Y_AXIS x INVISIBLE NO_TOGGLE
-- -- - DESCRIPTION -- -- -
You need to have an origin brush as part of this entity . The center of that brush will be
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the point around which it is rotated . It will rotate around the Z axis by default . You can
check either the X_AXIS or Y_AXIS box to change that .
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-- -- - SPAWNFLAGS -- -- -
1 : START_ON - entity will move at spawn
2 : X - Unknown , do not use
4 : X - AXIS - rotate around the X - Axis
8 : Y - AXIS - rotate around the Y - Axis
16 : X - Unknown , do not use
32 : INVISIBLE - will be invisible at spawn
64 : NO_TOGGLE - will not be toggable
-- -- - KEYS -- -- -
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"model2" . md3 model to also draw
"speed" determines how fast it moves ; default value is 100 .
"dmg" damage to inflict when blocked ( 2 default )
"color" constantLight color
"light" constantLight radius
"swapname" visibility swap ( activator needs NO_ACTIVATOR / SELF )
"pos1" Angles to end up at in addition to current angles - pitch yaw and roll . Eg : 0 90 45
q3map2 :
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"_clone" - _clonename of entity to clone brushes from . Note : this entity still needs at least one brush which gets replaced .
"_clonename" - see _clone
"_castShadows" OR "_cs" - sets whether the entity casts shadows
"_receiveShadows" OR "_rs" - sets whether the entity receives shadows
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* /
/ * QUAKED func_bobbing ( 0 . 5 . 8 ) ? X_AXIS Y_AXIS
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-- -- - DESCRIPTION -- -- -
Don ' t now what this looks like .
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Normally bobs on the Z axis
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-- -- - SPAWNFLAGS -- -- -
1 : X - AXIS - bobs on the X - Axis
2 : Y - AXIS - bobs on the Y - Axis
-- -- - KEYS -- -- -
"model2" - . md3 model to also draw
"height" - amplitude of bob ( 32 default )
"speed" - seconds to complete a bob cycle ( 4 default )
"phase" - the 0.0 to 1.0 offset in the cycle to start at
"dmg" - damage to inflict when blocked ( 2 default )
"color" - constantLight color
"light" - constantLight radius
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q3map2 :
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"_clone" - _clonename of entity to clone brushes from . Note : this entity still needs at least one brush which gets replaced .
"_clonename" - see _clone
"_castShadows" OR "_cs" - sets whether the entity casts shadows
"_receiveShadows" OR "_rs" - sets whether the entity receives shadows
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* /
/ * QUAKED func_pendulum ( 0 . 5 . 8 ) ?
You need to have an origin brush as part of this entity .
Pendulums always swing north / south on unrotated models . Add an angles field to the model to allow rotation in other directions .
Pendulum frequency is a physical constant based on the length of the beam and gravity .
"model2" . md3 model to also draw
"speed" the number of degrees each way the pendulum swings , ( 30 default )
"phase" the 0.0 to 1.0 offset in the cycle to start at
"dmg" damage to inflict when blocked ( 2 default )
"color" constantLight color
"light" constantLight radius
q3map2 :
"_clone" _clonename of entity to clone brushes from . Note : this entity still needs at least one brush which gets replaced .
"_clonename" see _clone
"_castShadows" OR "_cs" sets whether the entity casts shadows
"_receiveShadows" OR "_rs" sets whether the entity receives shadows
* /
/ * QUAKED func_door_rotating ( 0 . 5 . 8 ) ? START_OPEN CRUSHER REVERSE X_AXIS Y_AXIS LOCKED ADMIN_ONLY CORRIDOR
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-- -- - DESCRIPTION -- -- -
This is the rotating door .. . just as the name suggests it 's a door that rotates around it' s origin Brush .
The Axis to rotate around is determined by spawnflag .
-- -- - SPAWNFLAGS -- -- -
1 : START_OPEN - the door to moves to its destination when spawned , and operate in reverse .
2 : CRUSHER - The door will stick in it ' s end position
4 : REVERSE - if you want the door to open in the other direction , use this switch .
8 : X_AXIS - rotate around the X - axis instead of the Z - axis
16 : Y_AXIS - rotate around the Y - axis instead of the Z - axis
32 : LOCKED - Door is locked at spawn
64 : ADMIN_ONLY - only admins can use this door
128 : CORRIDOR - will have a reduced autotrigger volume .
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You need to have an origin brush as part of this entity . The center of that brush will be
the point around which it is rotated . It will rotate around the Z axis by default . You can
check either the X_AXIS or Y_AXIS box to change that .
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"model2" - . md3 model to also draw
"distance" - how many degrees the door will open
"speed" - how fast the door will open ( degrees / second )
"wait" - time to wait before returning , default = 2 , - 1 = move on toggle
"color" - constantLight color
"light" - constantLight radius
"targetname" - door can only open / close when used by anonther entity
"targetname2" - for target_doorlock
"soundstart" - sound played when start moving
"soundstop" - sound played when stop moving
"soundlocked" - sound played when locked
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q3map2 :
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"_clone" - _clonename of entity to clone brushes from . Note : this entity still needs at least one brush which gets replaced .
"_clonename" - see _clone
"_castShadows" OR "_cs" - sets whether the entity casts shadows
"_receiveShadows" OR "_rs" - sets whether the entity receives shadows
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* /
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/ * QUAKED func_plat ( 0 . 5 . 8 ) NO_TOUCH
-- -- - DESCRIPTION -- -- -
Binary mover .. . I don ' t know much more until I have tested it .. .
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Plats are always drawn in the extended position so they will light correctly .
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-- -- - SPAWNFLAGS -- -- -
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NO_TOUCH - instead of staying up as long as someone touches it , it will wait "wait" seconds and return
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-- -- - KEYS -- -- -
"targetname" - if targeted will only move when used
"lip" - default 8 , protrusion above rest position
"height" - total height of movement , defaults to model height
"speed" - overrides default 200 .
"dmg" - overrides default 2
"model2" - . md3 model to also draw
"color" - constantLight color
"light" - constantLight radius
"wait" - how many seconds to wait before returning
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q3map2 :
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"_clone" - _clonename of entity to clone brushes from . Note : this entity still needs at least one brush which gets replaced .
"_clonename" - see _clone
"_castShadows" OR "_cs" - sets whether the entity casts shadows
"_receiveShadows" OR "_rs" - sets whether the entity receives shadows
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* /
/ * QUAKED func_button ( 0 . 5 . 8 ) ?
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-- -- - DESCRIPTION -- -- -
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When a button is touched , it moves some distance in the direction of it 's angle, triggers all of it' s targets , waits some time , then returns to it ' s original position where it can be triggered again .
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-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"model2" - . md3 model to also draw
"angle" - determines the opening direction
"target" - all entities with a matching targetname will be used
"speed" - override the default 40 speed
"wait" - override the default 1 second wait ( - 1 = never return )
"lip" - override the default 4 pixel lip remaining at end of move
"health" - if set , the button must be killed instead of touched
"color" - constantLight color
"light" - constantLight radius
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q3map2 :
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"_clone" - _clonename of entity to clone brushes from . Note : this entity still needs at least one brush which gets replaced .
"_clonename" - see _clone
"_castShadows" OR "_cs" - sets whether the entity casts shadows
"_receiveShadows" OR "_rs" - sets whether the entity receives shadows
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* /
/ * QUAKED func_group ( 0 0 0 ) ?
Used to group brushes together just for editor convenience . They are turned into normal brushes by the utilities .
q3map2 :
"_lightmapscale" set a diffrent lightmapscale for this func group only
* /
/ * QUAKED func_usable ( 0 . 5 . 8 ) ? STARTOFF AUTOANIM x ALWAYS_ON NOBLOCKCHECK x x x ADMIN_ONLY NO_ACTIVATOR NO_AREAPORTAL DEACTIVATED
-- -- - DESCRIPTION -- -- -
A bmodel that can be used directly by the player ' s "activate" button .
Can be used for visual FX ( like alert lights ) or as a button .
-- -- - SPAWNFLAGS -- -- -
1 : START_OFF - the wall will not be there
2 : AUTOANIM - If useing an md3 , it will animate
4 : X - Not in Use . Holds ANIM_ONCE for models
8 : ALWAYS_ON - Doesn ' t toggle on and off when used , just fires target
16 : NOBLOCKCHECK - Will NOT turn on while something is inside it unless this is checked
32 : X - Not in Use .
64 : X - Not in Use .
128 : X - Not in Use .
256 : ADMIN_ONLY - can only be used by admins
512 : NO_ACTIVATOR - use the ent itself instead the player as activator
1024 : NO_AREAPORTAL - don ' t affect areaportals
2048 : DEACTIVATED - start deactivated
-- -- - KEYS -- -- -
"targetname" - When used , will toggle on and off
"target" - Will fire this target every time it is toggled OFF
"model2" - . md3 model to also draw
"color" - constantLight color
"light" - constantLight radius
"wait" - amount of time before the object is usable again ( only valid with ALWAYS_ON flag )
"health" - if it has health , it will be used whenever shot at / killed - if you want it to only be used once this way , set health to 1
"luaUse" - lua - function to call from scripts / lua / < mapname > / < mapname > . lua when this entity is used
"message" - message string that will display when the player scans this usable with a tricorder
"messageNum" - the number relating to the message string in the / maps / < mapname > . usables - file that will display when the player scans this usable with a tricorder
NOTE : only use one of the above ways on a map at a time
"team" - This can only be used by this team ( 2 = blue , 1 = red ) 2 will exclude players in RPG - X
q3map2 :
"_clone" _clonename of entity to clone brushes from . Note : this entity still needs at least one brush which gets replaced .
"_clonename" see _clone
"_castShadows" OR "_cs" sets whether the entity casts shadows
"_receiveShadows" OR "_rs" sets whether the entity receives shadows
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-- -- - USAGE -- -- -
As stated in the description there are 2 ways to use this kind of entity : As a trigger / activator or as Visual effect .
It is possible to do both , however giving an entity only one of the functions usually gives the mapper less of a headace .
Instead use the usable as VFx only and forward any command trough a target_relay .
For trigger - usables you need the following keys :
"target" - what stuff to fire
"wait" - how long to wait before fire again
"spawnflags" - ALWAYS_ON ( 8 ) is required . You may also be interested in ADMIN_ONLY ( 256 ) NO_ACTIATOR ( 512 ) and DEACTIVATED ( 2048 )
"message" or "messageNum" - display a string if scanned by a tricorder
For VFX - usables these keys might be interesting :
"targetname" - turns visible / invisible when fired
"team" - set 2 as this will disallow clients from accidently using this
"spawnflags" - Interesting here are START_OFF ( 1 ) , NOBLOCKCHECK ( 16 ) and NO_AREAPORTAL ( 1024 )
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-- -- - LUA -- -- -
Sounds for consoles :
One of the advantages with luaUse - functions is that you can play sounds on the usable you 're using this comes in very handy if you' d like to for example play a sound on the turbolift - usable :
function turbocontrol ( ent , other , activator ) -- set luaUse to turbocontrol for this to trigger
if ent . GetCount ( entity . Find ( "info_turbolift" ) ) == 1 then -- for a trubolift in particular you need an external information provider as lua can ' t deal with bit - flags . In this case turbolift would be offline .
sound . PlaySound ( ent , "sound/movers/switches/voyneg.mp3" , 0 ) ;
game . MessagePrint ( ent . GetNumber ( activator ) , "=C= Unable to comply: The Turbolift is offline." ) ;
else
sound . PlaySound ( ent , "sound/voice/computer/tour/trblftmenu.mp3" , 0 ) ;
end
end
Also if you have a ( morer or less ) generic console that you want to fire generic console sounds off of you can extend this script for any number of sounds of which one will be picked randomly :
function consolesounds ( ent , other , activator )
i = qmath . irandom ( 1 , < insert number of sounds here > ) ;
if i == 1 then
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sound . PlaySound ( ent , < insert soundpath here > , 0 ) ;
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end
if i == n then
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sound . PlaySound ( ent , < insert soundpath here > , 0 ) ;
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end
end
* /
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/ * QUAKED func_forcefield ( 0 . 5 . 8 ) ? STARTOFF DONTTOGGLE ADMINS AUTOANIM X X X X NO_BORG
-- -- - DESCRIPTION -- -- -
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A brush that remains invisible until it is contacted by a player , where it temporarily
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becomes visible .
-- -- - SPAWNFLAGS -- -- -
1 : STARTOFF - Spawns in an off state , and must be used to be activated
2 : DONTTOGGLE - This entity cannot be used to be switched on and off ( ie always on )
4 : ADMINS - Players in admin classes can move through the field
8 : AUTOANIM - If a model is spawned with it , it will animate at 10 FPS repeatedly
16 : X - Unknown , do not use
32 : X - Unknown , do not use
64 : X - Unknown , do not use
128 : X - Unknown , do not use
256 : NO_BORG - If set , borg can ' t move through
-- -- - KEYS -- -- -
"flareWait" - How long the forcefield remains visible after the player contacts it ( milliseconds ) ( default 150 )
"activateWait" - How long the forcefield remains visible after activation / deactivation ( default 500 )
"damageWait" - How long the forecefield remains visible after it has been shot ( default 400 )
"kickback" - How far the player gets pushed back when they touch the forcefield ( default 50 )
"damage" - Damage sustained when the player touches the field ( default 0 )
"target" - Will fire this target every time it is toggled
"model2" - . md3 model to also draw
"color" - constantLight color
"light" - constantLight radius
"activateSnd" - sound file to play when the field is activated
"damageSnd" - sound to play when the field is shot
"touchSnd" - sound to play if the field is contacted by a player .
"deactivateSnd" - sound to play when the field is turned off
"hittarget" - target to fire when hit
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q3map2 :
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"_clone" - _clonename of entity to clone brushes from . Note : this entity still needs at least one brush which gets replaced .
"_clonename" - see _clone
"_castShadows" OR "_cs" - sets whether the entity casts shadows
"_receiveShadows" OR "_rs" - sets whether the entity receives shadows
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* /
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/ * QUAKED func_door ( 0 . 5 . 8 ) ? START_OPEN X CRUSHER TREK_DOOR FACE OVERRIDE LOCKED ADMIN_ONLY CORRIDOR
-- -- - DESCRIPTION -- -- -
A door that moves between its two positions . Can only translate around one axis at a time .
Can be teamed with multiple doors to trigger simultaniously .
-- -- - SPAWNFLAGS -- -- -
1 : START_OPEN : the door to moves to its destination when spawned , and operate in reverse . It is used to temporarily or permanently close off an area when triggered ( not useful for touch or takedamage doors ) .
2 : X : Unknown , do not use .
4 : CRUSHER : door will be stuck on it ' s open position
8 : TREK_DOOR : if set this door will have a reduced auto trigger volume
16 : FACE : if set , this door requires you to be facing it before the trigger will fire
32 : OVERRIDE : if set , targetted doors won 't wait until they' re clear before closing
64 : LOCKED : if set , door is locked at spawn
128 : ADMIN_ONLY : if set , door only opens for admins
256 : CORRIDOR : if set , door will have en even more reduced auto trigger volume
-- -- - KEYS -- -- -
"model2" - . md3 model to also draw
"angle" - determines the opening direction
"speed" - movement speed ( 100 default )
"lip" - lip remaining at end of move ( 8 default )
"dmg" - damage to inflict when blocked ( 2 default )
"color" - constantLight color
"light" - constantLight radius
"health" - if set , the door must be shot open
"soundstart" - sound to play at start of moving
"soundstop" - sound to play at stop of moving
"soundlocked" - sound to play when locked
"team" - all doors that have the same team will move simultaniously
Ther following keys are only required on one in a team of doors ( master door )
"targetname" - if set , no touch field will be spawned and a remote button or trigger field activates the door .
"targetname2" - for target_doorlock .
"wait" - wait before returning ( 3 default , - 1 = never return )
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q3map2 :
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"_clone" - _clonename of entity to clone brushes from . Note : this entity still needs at least one brush which gets replaced .
"_clonename" - see _clone
"_castShadows" OR "_cs" - sets whether the entity casts shadows
"_receiveShadows" OR "_rs" - sets whether the entity receives shadows
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* /
/ * QUAKED func_brushmodel ( 0 . 5 . 8 ) ?
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-- -- - DESCRIPTION -- -- -
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A brushmodel .
For use with func_lightchange .
Must have an origin brush .
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-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"targetname" - have this be the target of a func_lightchange
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q3map2 :
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"_clone" - _clonename of entity to clone brushes from . Note : this entity still needs at least one brush which gets replaced .
"_clonename" - see _clone
"_castShadows" OR "_cs" - sets whether the entity casts shadows
"_receiveShadows" OR "_rs" - sets whether the entity receives shadows
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* /
/ * QUAKED func_lightchange ( 0 . 5 . 8 ) ?
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-- -- - DESCRIPTION -- -- -
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Can be used for "toggling" light on / off .
Must target a func_brushmodel .
Must have an origin brush .
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-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"target" - func_brushmodel to swap positions with
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q3map2 :
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"_clone" - _clonename of entity to clone brushes from . Note : this entity still needs at least one brush which gets replaced .
"_clonename" - see _clone
"_castShadows" OR "_cs" - sets whether the entity casts shadows
"_receiveShadows" OR "_rs" - sets whether the entity receives shadows
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* /
/ * QUAKED func_targetmover ( 0 . 5 . 8 ) ? START_OPEN
This work similar to an func_door but will move between the entities origin and an target origin .
Added for enhanced SP level support , that ' s why it is a quite basic entity .
"target" info_notnull , where to move
"wait" time beforce returning , - 1 = toggle
"speed" speed to move with ( default : 200 )
q3map2 :
"_clone" _clonename of entity to clone brushes from . Note : this entity still needs at least one brush which gets replaced .
"_clonename" see _clone
"_castShadows" OR "_cs" sets whether the entity casts shadows
"_receiveShadows" OR "_rs" sets whether the entity receives shadows
* /
/ * QUAKED func_breakable ( 0 . 8 . 5 ) ? x x x x INVINCIBLE x x x REPAIRABLE NOORIGIN
-- -- - DESCRIPTION -- -- -
When destroyed , fires it ' s trigger and explodes
When repaired just fires it ' s targets so things like forcefields get turned back on
-- -- - SPAWNFLAGS -- -- -
1 : DO NOT USE ! This may come in conflict with shared functions from misc_model_breakable .
2 : DO NOT USE ! This may come in conflict with shared functions from misc_model_breakable .
4 : DO NOT USE ! This may come in conflict with shared functions from misc_model_breakable .
8 : DO NOT USE ! This may come in conflict with shared functions from misc_model_breakable .
16 : INVINCIBLE - can only be broken by being used
32 : DO NOT USE ! This may come in conflict with shared functions from misc_model_breakable .
64 : DO NOT USE ! This may come in conflict with shared functions from misc_model_breakable .
128 : DO NOT USE ! This may come in conflict with shared functions from misc_model_breakable .
256 : REPAIRABLE - can be repaired with hyperspanner , requires an origin brush
512 : NOORIGIN - used for retrofitting repairability on func_breakables with no origin brush , do not use for new maps
-- -- - KEYS -- -- -
"targetname" - entities with matching target will fire it
"paintarget" - target to fire when hit ( but not destroyed )
"wait" - how long minimum to wait between firing paintarget each time hit
"model2" - . md3 model to also draw
"target" - all entities with a matching targetname will be used when this is destoryed
"health" - default is 10
"luaDie" - Lua - Hook for when the breakable dies
"team" - This cannot take damage from members of this team ( 2 = blue , 1 = red ) 2 will exclude players / clients in RPG - X
Damage : default is none
"splashDamage" - damage to do ( will make it explode on death
"splashRadius" - radius for above damage
"material" - sets the chunk type :
0 - none ( default )
1 - metal
2 - glass
3 - glass and metal
4 - wood
5 - stone
Don ' t know if these work :
"color" - constantLight color
"light" - constantLight radius
q3map2 :
"_clone" _clonename of entity to clone brushes from . Note : this entity still needs at least one brush which gets replaced .
"_clonename" see _clone
"_castShadows" OR "_cs" sets whether the entity casts shadows
"_receiveShadows" OR "_rs" sets whether the entity receives shadows
-- -- - LUA -- -- -
Retrofitting repairability using lua :
Retrofitting repairability is possible , however it is not easy as we likely have to come by the fact taht we do not have an origin brush .
To start here is the code with no origin brush present :
ent = entity . FindBModel ( bmodel ) ;
ent : SetSpawnflags ( ent : GetSpawnflags ( ) + 768 ) ;
-- Do not use entity . CallSpawn ( ent ) ; after this point for this entity !
mover . SetAngles2 ( ent , posX , posY , posZ ) ;
ent : SetN00bCount ( radius ) ;
The bmodel - number can be retrieved ingame as an admin / developer by pointing at the entity and using the / getentinfo command
posX , Y andf Z are the origin ( usually the center of brush ) of the entity and need too be retrieved manually from within the radiant
radius is a spherical distance around origin / angles2 that the hyperspanner will respond to . It should barely cover the entire facing side of the entity .
In the unlikely event that we do have an origin brush this is the code :
ent = entity . FindBModel ( bmodel ) ;
ent : SetSpawnflags ( ent : GetSpawnflags ( ) + 256 ) ;
* /
// RPG-X fx_*
/ * QUAKED fx_spark ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) STARTOFF
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-- -- - DESCRIPTION -- -- -
Emits sparks at the specified point in the specified direction .
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Can be toggled by being used , but use with caution as updates every second instead of every 10 seconds ,
which means it sends 10 times the information that an untoggleable steam will send .
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-- -- - SPAWNFLAGS -- -- -
1 : STARTOFF - Effect will be off at spawn .
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-- -- - KEYS -- -- -
"targetname" - toggles on / off whenever used
"target" - ( optional ) direction to aim the sparks in , otherwise , uses the angles set in the editor .
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"wait" - interval between events , default 2000 ms ( randomly twice as long )
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* /
/ * QUAKED fx_steam ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) STARTOFF
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-- -- - DESCRIPTION -- -- -
Emits steam at the specified point in the specified direction . Will point at a target if one is specified .
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Can be toggled but use with caution as updates every second instead of every 10 seconds ,
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which means it sends 10 times the information that an untoggleable steam will send .
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-- -- - SPAWNFLAGS -- -- -
1 : STARTOFF - steam is of at spawn
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-- -- - KEYS -- -- -
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"targetname" - toggles on / off whenever used
"damage" - damage to apply when caught in steam vent , default - zero damage ( no damage ) . Don ' t add this unless you really have to .
* /
/ * QUAKED fx_bolt ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) SPARKS BORG TAPER SMOOTH
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-- -- - DESCRIPTION -- -- -
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Emits blue ( or borg green ) electric bolts from the specified point to the specified point
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Can be toggled by being used , but use with caution as updates every second instead of every 10 seconds ,
which means it sends 10 times the information that an untoggleable steam will send .
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-- -- - SPAWNFLAGS -- -- -
1 : SPARKS - create impact sparks , probably best used for time delayed bolts
2 : BORG - Make the bolts green
4 : TAPER
8 : SMOOTH
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-- -- - KEYS -- -- -
"targetname" - toggles on / off whenever used
"wait" - seconds between bolts ( 0 is always on , default is 2.0 , - 1 for random number between 0 and 5 ) , bolts are always on for 0.2 seconds
"damage" - damage per server frame ( default 0 )
"random" - bolt chaos ( 0.1 = too calm , 0.5 = default , 1.0 or higher = pretty wicked )
* /
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/ * QUAKED fx_transporter ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
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-- -- - DESCRIPTION -- -- -
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Emits transporter pad effect at the specified point . just rest it flush on top of the pad .
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-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
none
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* /
/ * QUAKED fx_drip ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) STARTOFF
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-- -- - DESCRIPTION -- -- -
Drips of a fluid that fall down from this point .
Can be toggled by being used , but use with caution as updates every second instead of every 10 seconds ,
which means it sends 10 times the information that an untoggleable steam will send .
-- -- - SPAWNFLAGS -- -- -
1 : STARTOFF - effect is off at spawn
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-- -- - KEYS -- -- -
"targetname" - toggles on / off whenever used
"damage" - type of drips . 0 = water , 1 = oil , 2 = green
"random" - ( 0 .. . 1 ) degree of drippiness . 0 = one drip , 1 = Niagara Falls
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* /
/ * QUAKED fx_fountain ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) STARTOFF
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-- -- - DESCRIPTION -- -- -
Fountain - Effect as seen iin the Garden of Scilence holodeck Programm .
This is just one single strain of the original effect ( which had all four strains hardcoded )
Use with caution as this refreshes 10 times a second .
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-- -- - SPAWNFLAGS -- -- -
1 : STARTOFF - Effect spawns in an off state
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-- -- - KEYS -- -- -
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"targetname" - name of entity when used turns this ent on / off
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"target" - link to an info_notnull entity or similar to position where the end point of this FX is
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* /
/ * QUAKED fx_surface_explosion ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) NO_SMOKE LOUDER NODAMAGE
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-- -- - DESCRIPTION -- -- -
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Creates a triggerable explosion aimed at a specific point . Always oriented towards viewer .
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-- -- - SPAWNFLAGS -- -- -
1 : NO_SMOKE - Does not create smoke after explosion
2 : LOUDER - Cheap hack to make the explosion sound louder .
4 : NODAMAGE - Does no damage
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-- -- - KEYS -- -- -
"target" ( optional ) If no target is specified , the explosion is oriented up
"damage" - Damage per blast , default is 50 . Damage falls off based on proximity .
"radius" - blast radius ( default 20 )
"speed" - camera shake speed ( default 12 ) . Set to zero to turn camera shakes off
"targetname" - triggers explosion when used
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* /
/ * QUAKED fx_blow_chunks ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
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-- -- - DESCRIPTION -- -- -
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Creates a triggerable chunk spewer that can be aimed at a specific point .
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-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"target" - ( required ) Target to spew chunks at
"targetname" - triggers chunks when used
"radius" - Average size of a chunk ( default 65 )
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"material" - default is "metal" - choose from this list :
Metal = 1
Glass = 2
Glass Metal = 3
Wood = 4
Stone = 5
* /
/ * QUAKED fx_smoke ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) STARTOFF
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-- -- - DESCRIPTION -- -- -
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Emits cloud of thick black smoke from specified point .
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-- -- - SPAWNFLAGS -- -- -
1 : STARTOFF - Effect will be off at spawn
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-- -- - KEYS -- -- -
"target" - optional , if no target is specified , the smoke drifts up
"targetname" - fires only when used
"radius" - size of the smoke puffs ( default 16.0 )
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* /
/ * QUAKED fx_electrical_explosion ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) x x NODAMAGE
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-- -- - DESCRIPTION -- -- -
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Creates a triggerable explosion aimed at a specific point
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-- -- - SPAWNFLAGS -- -- -
1 : NODAMAGE - does no damage
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-- -- - KEYS -- -- -
"target" - optional , if no target is specified , the explosion is oriented up
"damage" - Damage per blast , default is 20 . Damage falls off based on proximity .
"radius" - blast radius ( default 50 )
"targetname" - explodes each time it ' s used
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* /
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/ * QUAKED fx_phaser ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) NO_SOUND DISRUPTOR
-- -- - DESCRIPTION -- -- -
A phaser effect for use as a ship ' s weapon .
-- -- - SPAWNFLAGS -- -- -
1 : NO_SOUND - will not play it ' s sound
2 : DISRUPTOR - will display a green disruptor beam
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-- -- - KEYS -- -- -
"target" - endpoint
"wait" - how long the phaser fires
"scale" - adjust the effects scale , default : 20
"customSnd" - use a custom sound
"delay" - delay the effect , but not the sound . Can be used to adjust the timing between effect and customSnd
"impact" - set to 1 if you want an impact to be drawn
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* /
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/ * QUAKED fx_torpedo ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) QUANTUM NO_SOUND
-- -- - DESCRIPTION -- -- -
A torpedo effect for use as a ship ' s weapon .
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-- -- - SPAWNFLAGS -- -- -
1 : QUANTUM - set this flag if you whant an quantum fx instead of an photon fx
2 : NO_SOUND - Will not play it ' s sound
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-- -- - KEYS -- -- -
"target" - used for the calculation of the direction
"wait" - time in seconds till fx can be used again
"noise" - sound to play
"soundNoAmmo" - sound to play if ammo is depleted
"count" - ammount of torpedos that can be fired ( defaults to - 1 = infinite )
"speed" - a speed modifier ( default : 2.5 )
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* /
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/ * QUAKED fx_fire ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) STARTOFF
-- -- - DESCRIPTION -- -- -
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A fire affect based on the adminguns fire effect .
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-- -- - SPAWNFLAGS -- -- -
1 : STARTOFF - Effect will be off at spawn
-- -- - KEYS -- -- -
"targetname" - toggles effect on / off whenver used , requires 10 x more thinks
"size" - how big the fire shoud be ( default : 64 )
"angles" - fires angles ( default : 0 0 0 = UP )
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* /
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/ * QUAKED fx_particle_fire ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) STARTOFF
-- -- - DESCRIPTION -- -- -
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A particle based fire effect . Use this sparingly as it is an fps killer .
If you want to use a bunch of fires use fx_fire .
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-- -- - SPAWNFLAGS -- -- -
1 : STARTOFF - Effect will be off at spawn
-- -- - KEYS -- -- -
"targetname" - toggles effect on / off whenver used , requires 10 x more thinks
"size" - how big the fire shoud be ( default : 10 )
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* /
// RPG-X ui_*
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/ * QUAKED ui_transporter ( 1 0.5 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) ? DISABLED
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-- -- - DESCRIPTION -- -- -
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Opens the transporter UI .
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-- -- - SPAWNFLAGS -- -- -
1 : DISABLED - Entity is disabled at spawn
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-- -- - KEYS -- -- -
"swapname" - enables / disables entity ( NO_ACTIVATOR / SELF flag must be checked for any entity using this )
"target" - trigger_transporter to use with this ui_transporter
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* /
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/ * QUAKED ui_msd ( 1 0.5 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) ? DISABLED
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-- -- - DESCRIPTION -- -- -
Opens a Master Systems Display . It will display data grabbed from a target_shiphealth .
-- -- - SPAWNFLAGS -- -- -
1 : DISABLED - Entity is disabled at spawn
-- -- - KEYS -- -- -
"swapname" - enables / disables entity ( NO_ACTIVATOR / SELF flag must be checked for any entity using this )
"target" - target_shiphealth to draw info from
* /
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/ * QUAKED target_shaderremap ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
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-- -- - DESCRIPTION -- -- -
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This will remap the shader "falsename" with shader "truename" and vice versa .
It will save you some vfx - usables .
This Entity only works on RPGXEF
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-- -- - SPAWNFLAGS -- -- -
none
-- -- -- KEYS -- -- -
"targetname" - when used will toggle the shaders
"falsename" - shader taht is ingame at spawn
"truename" - shader that will replace it
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* /
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/ * QUAKED ui_holodeck ( 1 0.5 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) ? DISABLED
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-- -- - Description -- -- -
Will open the holodeck UI once this is implemented . For now this will not spawn .
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-- -- - SPAWNFLAGS -- -- -
1 : DISABLED Entity is disabled at spawn
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-- -- - KEYS -- -- -
"swapname" - enables / disables entity ( NO_ACTIVATOR / SELF flag must be checked for any entity using this )
"target" - trigger_holodeck to use with this ui_holodeck
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* /
/ * QUAKED fx_cooking_steam ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) STARTOFF
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-- -- - DESCRIPTION -- -- -
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Emits slowly moving steam puffs that rise up from the specified point
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-- -- - SPAWNFLAGS -- -- -
1 : STARTOFF - Effect will be off at spawn
-- -- - KEYS -- -- -
"targetname" - toggles effect on / off whenver used
"distance" - smoke puff size ( default 3.0 )
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* /
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/ * QUAKED fx_elecfire ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) STARTOFF
-- -- - DESCRIPTION -- -- -
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Emits sparks at the specified point in the specified direction
Spawns smoke puffs .
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-- -- - SPAWNFLAGS -- -- -
1 : STARTOFF - Effect will be off at spawn
-- -- - KEYS -- -- -
"targetname" - toggles effect on / off whenver used
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* /
/ * QUAKED fx_forge_bolt ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) STARTOFF DELAYED SPARKS PULSE TAPER SMOOTH
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-- -- - DESCRIPTION -- -- -
CURRENTLY DISABLED
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Emits freaky orange bolts , sending pulses down the length of the beam if desired
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-- -- - SPAWNFLAGS -- -- -
1 : STARTOFF - effect is initially off
2 : DELAYED - bolts are time delayed , otherwise effect continuously fires
4 : SPARKS - create impact sparks , probably best used for time delayed bolts
8 : PULSE - sends a pulse down the length of the beam .
16 : TAPER - Bolt will taper on one end
32 : SMOOTH - Bolt texture stretches across whole length , makes short bolts look much better .
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-- -- - KEYS -- -- -
"wait" - seconds between bolts , only valid when DELAYED is checked ( default 2 )
"damage" - damage per server frame ( default 0 )
"targetname" - toggles effect on / off each time it ' s used
"random" - bolt chaos ( 0.1 = too calm , 0.4 = default , 1.0 or higher = pretty wicked )
"radius" - radius of the bolt ( 3.0 = default )
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* /
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/ * QUAKED fx_plasma ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) STARTOFF
-- -- - DESCRIPTION -- -- -
CURRENTLY DISABLED
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Emits plasma jet directed from the specified point to the specified point . Jet size scales based on length .
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-- -- - SPAWNFLAGS -- -- -
1 : STARTOFF - Effect will be off at spawn
-- -- - KEYS -- -- -
"target" - ( required ) Direction of jet
"targetname" - fires only when used
"startRGBA" - starting cone color , Red Green Blue Alpha
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( default 100 180 255 255 ) Light - Blue
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"finalRGBA" - final cone color , Red Green Blue Alpha
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( default 0 0 180 0 ) Blue
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"damage" - damage PER FRAME , default zero
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* /
/ * QUAKED fx_energy_stream ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) STARTOFF
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-- -- - DESCRIPTION -- -- -
CURRENTLY DISABLED
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Creates streaming particles that travel between two points -- for Stasis level . ONLY orients vertically .
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-- -- - SPAWNFLAGS -- -- -
1 : STARTOFF - Effect will be off at spawn
-- -- - KEYS -- -- -
"damage" - amount of damage to player when standing in the stream ( default 0 )
"target" - ( required ) End point for particle stream .
"targetname" - toggle effect on / off each time used .
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* /
/ * QUAKED fx_transporter_stream ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) STARTOFF
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-- -- - DESCRIPTION -- -- -
CURRENTLY DISABLED
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Creates streaming particles that travel between two points -- for forge level .
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-- -- - SPAWNFLAGS -- -- -
1 : STARTOFF - Effect will be off at spawn
-- -- - KEYS -- -- -
"target" - ( required ) End point for particle stream .
"targetname" - fires only when used
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* /
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//*QUAKED fx_explosion_trail (0 0 1) (-8 -8 -8) (8 8 8)
-- -- - DESCRIPTION -- -- -
CURRENTLY DISABLED
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Creates a triggerable explosion aimed at a specific point . Always oriented towards viewer .
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-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
"target" - ( required ) end point for the explosion
"damage" - Damage per blast , default is 150 . Damage falls off based on proximity .
"radius" - blast radius / explosion size ( default 80 )
"targetname" - triggers explosion when used
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* /
/ * QUAKED fx_borg_energy_beam ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) STARTOFF CONE
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-- -- - DESCRIPTION -- -- -
CURRENTLY DISABLED
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A borg tracing beam that either carves out a cone or swings like a pendulum , sweeping across an area .
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-- -- - SPAWNFLAGS -- -- -
1 : STARTOFF - The trace beam will start when used .
2 : CONE - Beam traces a cone , default trace shape is a pendulum , sweeping across an area .
-- -- - KEYS -- -- -
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"radius" - Radius of the area to trace ( default 30 )
"speed" - How fast the tracer beam moves ( default 100 )
"startRGBA" - Effect color specified in RED GREEN BLUE ALPHA ( default 0 255 0 128 )
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"target" - ( required ) End point for trace beam , should be placed at the very center of the trace area .
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"targetname" - fires only when used
* /
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/ * QUAKED fx_shimmery_thing ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) STARTOFF TAPER
-- -- - DESCRIPTION -- -- -
Creates a shimmering cone or cylinder of colored light that stretches between two points . Looks like a teleporter type thing .
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-- -- - SPAWNFLAGS -- -- -
1 : STARTOFF - Effect turns on when used .
2 : TAPER - Cylinder tapers toward the top , creating a conical effect
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-- -- - KEYS -- -- -
"radius" - radius of the cylinder or of the base of the cone . ( default 10 )
"target" - ( required ) End point for stream .
"targetname" - fires only when used
"wait" - how long in ms to stay on before turning itself off ( default 2 seconds ( 2000 ms ) , - 1 to disable auto shut off )
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* /
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/ * QUAKED fx_borg_bolt ( 0 0 1 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) STARTOFF NO_PROXIMITY_FX
-- -- - DESCRIPTION -- -- -
CURRENTLY DISABLED
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Emits yellow electric bolts from the specified point to the specified point .
Emits showers of sparks if the endpoints are sufficiently close .
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Has an Ugly FT - Think , so don ' t use unless needed
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-- -- - SPAWNFLAGS -- -- -
STARTOFF - effect is initially off
NO_PROXIMITY_FX - Will deactivate proximity - fx associated with this . Check it if you don ' t use movers as else the entity thinks EVERY frame ( like on borg2 )
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-- -- - KEYS -- -- -
"target" - ( required ) end point of the beam . Can be a func_train , info_notnull , etc .
"message" - moves start point of the beam to this ent ' s origin . Only useful if the beam connects 2 movers .
"targetname" - toggles effect on / off each time it ' s used
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* /
/ * QUAKED target_shiphealth ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
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-- -- - DESCRIPTION -- -- -
This Entity manages a ships health . Ship Health is reduced via administrative / delegable console command "/shipdamage [damage]"
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Repairing is based on a % per minute basis for both shields and hull .
The entity features interconnectivity with other systems such as warpdrive or turbolift with a random yet incresing chance to turn them off whenever hulldamage occurs . This includes Shields .
Further more the entity will automatically toggle red alert should it be any other and will activate shields if alert is set to any but green .
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If hull health hit ' s 0 it will kill any client outside an active safezone .
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-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
Required Keys ( If any of them are not given the entity will be removed at spawn ) :
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targetname : Name of the Ship / Station this entity represents . See target_zone for additional use of this key .
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health : Total Hull strength
splashRadius : total shield strenght
angle : Hull repair in % per minute
speed : Shield repair in % per minute ( only active if shield 's aren' t fried )
greensound : Things to fire every time damage occurs ( like FX )
falsetarget : truename / swapCoreState for target_warp
bluename : swapname for target_turbolift
bluesound : swapname for ui_transporter
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falsename : falsename / redname for target_alert
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paintarget : target_zones configured as MSD - Display - Zones this thing shoud communicate with
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"model" - path to a shader with a MSD - Display ( ship ) to show . Default will be the Daedalus Class
We ' re sponsoring a varayity , which were created by Alexander Richardson .
The shaders for these are stowed in scripts / msd . shader in the pakX . pk3 .
It contains two versions : One for Texturing in Level design ( like a display ) and opne for the UI .
To retrieve such an image simply look for the MSD - Folder in your radiants texture browser
For personalized MSD ' s see segment below .
Ship - Classname | | Online Source | | Shader - Name ( for < type > insert gfx for UI - Shader and textures for texture shader )
Constellation Class | | http : / / lcarsgfx . wordpress . com / 2012 / 09 / 12 / constellation - sisyphus / | | < type > / msd / constellation
Danube Runabout | | http : / / lcarsgfx . wordpress . com / 2012 / 06 / 30 / the - blue - danube / | | < type > / msd / runabout
Nova Class | | http : / / lcarsgfx . wordpress . com / 2012 / 06 / 13 / can - you - tell - what - it - is - yet - 2 / | | < type > / msd / nova
Galaxy Class | | http : / / lcarsgfx . wordpress . com / 2012 / 06 / 10 / galaxy - class - redux - an - update / | | < type > / msd / galaxy
Daedalus Class | | http : / / lcarsgfx . wordpress . com / 2011 / 12 / 10 / daedalus - father - of - icarus / | | < type > / msd / daedalus
Nebula Class | | http : / / lcarsgfx . wordpress . com / 2011 / 12 / 08 / entering - the - nebula - part - 2 / | | < type > / msd / nebula
Intrepid Class | | http : / / lcarsgfx . wordpress . com / 2011 / 05 / 16 / an - intrepid - undertaking / | | < type > / msd / intrepid
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USCM ( Alien ) | | http : / / lcarsgfx . wordpress . com / 2010 / 08 / 10 / in - space - no - one - can - hear - you - scream / | | < type > / msd / conestoga
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Olympic Class | | http : / / lcarsgfx . wordpress . com / 2010 / 09 / 11 / the - olympic - class / | | < type > / msd / olympic
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Steamrunner Class | | http : / / lcarsgfx . wordpress . com / 2010 / 08 / 15 / full - steam - ahead / | | < type > / msd / steamrunner
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Oberth Class | | http : / / lcarsgfx . wordpress . com / 2010 / 08 / 12 / im - a - doctor - not - a - science - vessel / | | < type > / msd / oberth
Soverign Class | | http : / / lcarsgfx . wordpress . com / 2010 / 03 / 01 / sovereign - of - the - stars / | | < type > / msd / soverign
Excelsior Class ( Retro Design ) | | http : / / lcarsgfx . wordpress . com / 2010 / 01 / 01 / retro - excelsior / | | < type > / msd / excelsior - retro
Excelsior Class | | http : / / lcarsgfx . wordpress . com / 2009 / 12 / 28 / excelsior - class / | | < type > / msd / excelsior
Springfield Class | | http : / / lcarsgfx . wordpress . com / 2009 / 12 / 25 / not - the - springfield - from - the - simpsons / | | < type > / msd / springfield
Defiant Class ( 8 Decks ) | | http : / / lcarsgfx . wordpress . com / 2009 / 12 / 10 / scaling - the - defiant / | | < type > / msd / defiant8
Defiant Class ( 4 Decks ) | | http : / / lcarsgfx . wordpress . com / 2009 / 12 / 06 / the - face - of - defiance / | | < type > / msd / defiant4
Miranda Class | | http : / / lcarsgfx . wordpress . com / 2009 / 12 / 05 / miranda / | | < type > / msd / miranda
Centaur Class | | http : / / lcarsgfx . wordpress . com / 2009 / 12 / 05 / centaur - comes - galloping / | | < type > / msd / centaur
Constitution Class | | http : / / lcarsgfx . wordpress . com / 2009 / 11 / 28 / its - a - constitution / | | < type > / msd / constitution
Ambassador Class | | http : / / lcarsgfx . wordpress . com / 2009 / 11 / 27 / having - the - ambassador - round - for - dinner / | | < type > / msd / ambassador
Cern Class | | http : / / lcarsgfx . wordpress . com / 2009 / 11 / 23 / cern - class - by - john - eaves / | | < type > / msd / cern
Akira Class | | http : / / lcarsgfx . wordpress . com / 2009 / 11 / 21 / akira - ra - ra - ra / | | < type > / msd / akira
Norway Class | | http : / / lcarsgfx . wordpress . com / 2009 / 11 / 21 / norway - or - no - way / | | < type > / msd / norway
New Orleans Class | | http : / / lcarsgfx . wordpress . com / 2009 / 11 / 16 / the - new - orleans / | | < type > / msd / neworleans
Cheyenne Class | | http : / / lcarsgfx . wordpress . com / 2009 / 11 / 16 / cheyenne - class - msd / | | < type > / msd / cheyenne
Sabre Class | | http : / / lcarsgfx . wordpress . com / 2009 / 11 / 07 / sabre - rattling / | | < type > / msd / sabre
-- -- - Personalized MSD ' s -- -- -
Alexander is doing personalized variations og his MSD ' s in terms of Ship - Names and Registry - Numbers
( as long as they do not have suffix - letters ) . If you ' d like one you may contact him via E - Mail and request such a modification .
In that request please also ask hom for a resulution of 2000 px across ( long side ) as the game requires
images to be displayed as MSD ' s to be roughly 2 : 1 and 2000 px is near the upper limit of what the game can handle .
Also please ask him to give you the image as an *. jpg - file .
Once you have the file put it in a subfolder ( e . g . gfx ) in either baseEF or RPG - X2 .
After that create a scripts / msd_shipname_registry . shader file ( registry is optional ,
however it is useful in avoiding collitions with ships of similar names )
In that file add the following short script :
gfx / msd / akira / / this will be the path to the image for the UI
{
{
map textures / msd / akira . jpg / / this will be the image you will use
blendFunc add / / this will remove the black background . I might find a better solution .. .
}
}
textures / msd / akira / / this will be the image you will use for texturing
{
surfaceparm nolightmap
surfaceparm nomarks
{
map textures / msd / akira . jpg / / this will be the image you will use
}
{
map textures / engineering / glass1 . tga / / this segment creates the glass effect to make it look like a display
blendfunc gl_one gl_one_minus_src_color
rgbGen identity
tcMod scale 3 3
tcGen environment
}
}
For distribution put both files ( including their relative paths ) in a *. pk3 file .
* /
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/ * QUAKED target_zone ( 1 0 0 ) ? SPAWN_SAFE SHIP
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-- -- - DESCRIPTION -- -- -
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A generic zone used for entities that need a generic pointer in the world . It needs to be specialized by the team - value .
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-- -- - SPAWNFLAGS -- -- -
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Note : Spawnflags will only work with the system they are attached to
1 : SPAWN_SAFE - For safezone only : Entity is spawned in it ' s safe configurartion
2 : SHIP - For safezone only : will mark this safezone as a ship safezone
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-- -- - KEYS -- -- -
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"targetname" - used to link with , some types require this for toggling
"count" - specifies this zone ' s type :
0 - none , will free entity
1 - safezone for target_selfdestruct and target_shiphealth
2 - display zone for target_shiphealth ( HUD overlay )
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-- -- - USAGE -- -- -
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As safezone :
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Usage for Escape Pods and similar :
Fill your escape pod Interior with this trigger and have it targeted by a func_usable / target_relay / target_delay to toggle it between safe and unsafe states .
Usage for multiple ships ( and stations ) like on rpg_runabout :
Surround your entire ship with this trigger ( or it ' s seperate elements with one each ) and set it to STARTON and SHIP ( spawnflags = 3 ) .
Have it 's targetname match the targetname of it' s target_shiphealth - counterpart exactly ( case - dependent ) to automatically switch this safezone to unsafe should it be about to die .
In case of a selfdestruct you will need to enter the targetname to automatically switch it to unsafe 50 ms prior to the countdowns end .
To get the correct one use the / safezonelist - command
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* /
/ * QUAKED cinematic_camera ( 0 0.5 0 ) ( - 4 - 4 - 4 ) ( 4 4 4 )
-- -- - DESCRIPTION -- -- -
Camera for cinematic . Normally spawn by Lua script .
-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
none
-- -- - LUA -- -- -
To be written later .
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* /
/ * QUAKED func_stasis_door ( 0 . 5 . 8 ) START_LOCKED
-- -- - DESCRIPTION -- -- -
A bmodel that just sits there and opens when a player gets close to it .
-- -- - SPAWNFLAGS -- -- -
1 : START_LOCKED - door is locked at spawn
-- -- - KEYS -- -- -
"targetname" - will open the door
"swapname" - will lock the door ( SELF / NO_ACTIVATOR needed )
"wait" - time to wait before closing , - 1 for manual trigger , default is 5 seconds
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* /
/ * QUAKED target_alert ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) SOUND_TOGGLE SOUND_OFF
-- -- - DESCRIPTION -- -- -
This entity acts like 3 - Alert - Conditions scripts .
Any of the func_usables that are used as buttons must have the NO_ACTIVATOR spawnflag .
-- -- - SPAWNFLAGS -- -- -
1 : SOUND_TOGGLE - if set the alert sound can be toggled on / off by using the alerts trigger again .
2 : SOUND_OFF - if SOUND_TOGGLE is set , the alert will be silent at beginning
-- -- - KEYS -- -- -
"greenname" - the trigger for green alert should target this
"yellowname" - the trigger for yellow alert should target this
"redname" - the trigger for red alert should target this
"bluename" - the trigger for blue alert should target this
"greentarget" - anything that should be toggled when activating green alert
"yellowtarget" - anything that should be toggled when activating yellow alert
"redtarget" - anything that should be toggled when activating red alert
"bluetarget" - anything that should be toggled when activating blue alert
"greensnd" - targetname of target_speaker with sound for green alert
"yellowsnd" - targetname of target_speaker with sound for yellow alert
"redsnd" - targetname of target_speaker with sound for red alert
"bluesnd" - targetname of target_speaker with sound for blue alert
shader remapping :
"greenshader" - shadername of condition green
"yellowshader" - shadername of condition yellow
"redshader" - shadername of condition red
"blueshader" - shadername of condition blue
You can remap multiple shaders by separating them with \ n .
Example : "greenshader" "textures/alert/green1\ntextures/alert/green2"
* /
/ * QUAKED target_holodeck ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
-- -- - DESCRIPTION -- -- -
CURRENTLY DISABLED
target for ui_holodeck
-- -- - SPAWNFLAGS -- -- -
none
-- -- - KEYS -- -- -
none
* /
/ * QUAKED target_selfdestruct ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) FREE COUNTDOWN
-- -- - DESCRIPTION -- -- -
DO NOT USE ! This just sits here purely for documantation .
This entity manages the self destruct .
For now this should only be used via the selfdestruct console command , however it might be usable from within the radiant at a later date .
Should this thing hit 0 the killing part for everyone outside a target_safezone will be done automatically .
-- -- - SPAWNFLAGS -- -- -
1 : FREE - Entity will free once the countdown has ended one way or another
2 : COUNTDOWN - will think every . 1 secs to display a running countdown .
-- -- - KEYS -- -- -
"wait" - total Countdown - Time in secs
"count" - warning intervall up to 60 secs in secs
"n00bCount" - warning intervall within 60 secs in secs
"health" - warning intervall within 10 secs in secs
"flags" - are audio warnings 1 or 0 ?
"bluename" - target_safezone this thing affects ( multi - ship - maps only ) will switch it unsafe at T - 50 ms
"target" - Things like fx to fire once the countdown hits 0
"damage" - leveltime of countdowns end
"spawnflags" - 1 tells ent to free once aborted
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* /
/ * QUAKED target_sequence ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) NO_INIT_DELAY DISALLOW_ABORTS LOOP AUTO_INIT FREE_AFTER_SEQUENCE ABORT_AFTER_SEQUENCE
-- -- - DESCRIPTION -- -- -
A sequence manager , mostly to kill off multiple target_delays .
Will fire specified targets in a fixed order .
The time intervall between each firing can be specified .
If an intervall is 0 ( or specifically not > 0 ) the sequence is ended .
The sequence is also ended once the entity is used a 2 nd time ( unless disallowed ) .
If the sequence is ended it does not pick up at it 's last point but rather at it' s start mark
Entities are always fired as noactivator .
-- -- - SPAWNFLAGS -- -- -
1 : NO_INIT_DELAY - The first target will be fired without any delay ( damage will simply not be read ) .
2 : DISALLOW_ABORTS - Disallows aborting the sequence by a 2 nd use of the entity .
4 : LOOP - Instead of ending after the frst pass it starts back at stage 1 .
8 : AURO_INIT - starts 1 st stage when spawned . Overwrites NO_INIT_DELAY as target entities may not have been spawned .
16 : FREE_AFTER_SEQUENCE - removes entity after 1 sequence has either run trough or been aborted .
32 : ABORT_AFTER_SEQUENCE - once an abort is issued the sequence runs trough and comes to a halt , else it halts directly
-- -- - KEYS -- -- -
"targetname" - used to init the sequence
"message" - Message to display when sequence is initialised
"model" - Message to display when sequence is aborted
"model2" - Message to display while in an inabortable sequence
Pos | Target | Delay ( in ms , 1 s = 1000 ms )
1 | bluename | count
2 | swapname | health
3 | falsename | splashDamage
4 | falsetarget | splashRadius
-- -- - USAGE -- -- -
For more than 4 iterations :
If you plan a sequence that has more than 5 iterations simply have
the 5 th iteration of entity a target entity b and have entity b
have NO_INIIT_DELAY on .
For looping have the last target_sequence target the first ( if you don ' t want the
initial init to be instand run it trough a target_delay )
If you want the entire sequence to be inabortable I recomend you use
the following lua script hooked via luaUse on your usable . Make sure that every
target_sequence has a unique name on the map :
function sequencecheck ( ent , other , activator )
if ent . GetDamage ( entity . Find ( "targetname(1)" ) ) > 0 then
if ent . GetDamage ( entity . Find ( "targetname(2)" ) ) > 0 then
if ent . GetDamage ( entity . Find ( "targetname(n)" ) ) > 0 then
entity . Use ( entity . Find ( "targetname(1)" ) ) ;
else
game . MessagePrint ( activator , "=C= Unable to comply, sequence is already in progress" ) ;
end
else
game . MessagePrint ( activator , "=C= Unable to comply, sequence is already in progress" ) ;
end
else
game . MessagePrint ( activator , "=C= Unable to comply, sequence is already in progress" ) ;
end
end
2012-11-14 09:09:28 +00:00
* /